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master
33 Commits
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6e9f2ccfc0 |
Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts: # .github/workflows/compile_all_maps.yml # .github/workflows/run_integration_tests.yml # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/_onclick/hud/credits.dm # code/controllers/subsystem/networks/id_access.dm # code/datums/diseases/advance/advance.dm # code/datums/diseases/advance/symptoms/heal.dm # code/game/machinery/doors/door.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/modules/antagonists/malf_ai/malf_ai_modules.dm # code/modules/jobs/job_types/_job.dm # code/modules/loadout/categories/accessories.dm # code/modules/loadout/loadout_helpers.dm # code/modules/loadout/loadout_items.dm # code/modules/loadout/loadout_preference.dm # code/modules/mob/living/silicon/robot/robot_defense.dm # code/modules/mod/mod_theme.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/reagents/reagent_containers/cups/drinks.dm # code/modules/shuttle/mobile_port/variants/supply.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png # icons/hud/screen_full.dmi |
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0ff70f7497 | adds the cardboard crates to spawners and crafting (#94110) | ||
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a58d3115f2 |
Fixes for d1cf293c58
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d1cf293c58 |
More trash added to spawners plus unit test (#93045)
## About The Pull Request This adds more trash: - Paper - Empty cigarette packs - Empty lighters - Empty food containers from snacks - Empty can containers - Unarmed mousetraps - Cut wire - Broken plates - ~~Empty bowls~~ This slightly tweaks some existing values to make things feel fresh. Also adds a unit test to enforce trash food types to be added to the trash spawner. ## Why It's Good For The Game The more trash we have, the less we'll feel bad about being garbage players. ## Changelog 🆑 qol: More types of garbage (empty lighters, empty cigarette packs, empty food, etc.) have been added to the trash spawner. qol: Paper plane added to the paper spawner, which is now used in the trash spawner. /🆑 |
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0b683d175b |
Adds the bloodroach (#91383)
## About The Pull Request Adds bloodroaches.  These are cockroaches that have gorged themselves on blood in maintenance. They're very gross!  Splatting one causes an explosion of blood all around the death perimeter, splashing both turfs and mobs with blood. They have a 1% chance of spawning in place of normal roaches. They also spawn in: - Abandoned crates, replacing the 30 roaches with 30 bloodroaches. - As backup anomalous crystal possession targets. - Grimy fridges Added a trait given to things killed by pest spray, used to check on death explosion for bloodroaches. Changed roach spawns in maps to use mob spawners, so I can replace them with bloodroaches 1% of the time. ## Why It's Good For The Game Splatting a random roach in maintenance that explodes into blood sounds hilarious. It also adds janitorial depth by requiring pest spray to carefully eliminate these pests ## Changelog 🆑 add: Added bloodroaches, a rare variant of cockroaches that explode into a shower of blood when squashed. /🆑 |
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685ca9db69 |
[MDB Ignore] Damp Rag can now get dirty / Repaths damp rag (it's no longer a cup) (#90700)
## About The Pull Request - Damp rag is now no longer god's perfect cleaning tool. After blood, the damp rag will collect it, and after cleaning a lot of blood, you can no longer clean with the rag until you wash it in a sink (or with cleaner or however you want) - This means the rag will collect DNA in it as you clean, which gives detectives an opportunity to investigate. - It also means the DNA it collects will occasionally spread onto you, meaning you will have to clean your gloves or hands. - Cleaning vomit and such is (currently) unaffected (and does not dirty the rag). - Diseases are not currently transferred to the rag (but this would be fun to add) - Gauze now gets dirty when using it to wrap bleeding wounds. This is just visual, though blood DNA gets transferred. It can be washed in a sink. - Removed gauze on sink / cloth on sink interaction. - Can't really wash gauze with it, plus it's redundant. - Damp rag is no longer a cup. ## Why It's Good For The Game Damp rag is just "soap without any downsides", which is kinda lame. I thought about going a step further and making it require you wet it first but then it just becomes "mop but small" which is also lame. Instead, you're required to clean it, which gives janitors / crewmembers an alternate cleaning method: - Soap: Small, finite, limited. Can't be replenished. - Cleaner: Small, finite, even more limited, ranged. Can be refilled with chemistry's help. - Mop: Large, infinite, limited. Needs a water bucket. - Damp Rag: Small, infinite, limited. Need to clean it after a few goes. ## Changelog 🆑 Melbert balance: Damp Rags can now get dirty when using them to clean blood, passing blood DNA along. add: Gauze now gets dirty when apply it to actively bleeding wounds. Doesn't spread disease or anything, just passes blood DNA. It can be cleaned in a sink. del: Removed cloth on sink / gauze on sink interaction to make rags. Just use the crafting menu /🆑 |
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96976c0b9a |
Regal Rat cleanup & minor changes (#91012)
## About The Pull Request Since #90505 added another entry to it the Regal Rat Riot ability, which turns maintenance creatures into versions loyal to the rat, has become sort of unmanageable (and to be honest it was a bit gross to start with). Instead of having a big if/else list (which was making the same range check multiple times...) that sets stats on a bunch of mobs, I delegated it to the mobs themselves and instead of changing some stats of the existing mobs we just turn them into a new mob which can be spawned or placed separately by mappers or admins if they want. Other stuff I changed: Riot (the ability which transforms mobs into minions) no longer spawns a mouse if it fails to find anything. Instead you have a chance to fish mice out of disposals bins while digging out trash and items. Domain is now a toggle which activates itself every 6 seconds rather than a button you manually click every 6 seconds. Riot makes a visual effect when used. Rare Pepe randomisation is done via a random spawner instead of the mob modifying a bunch of its own properties in Initialise. A bunch of mobs now automatically follow you after being tamed. I wrote this assuming I was going to add it to the rioted mobs but then didn't end up doing that because you might want them to immediately attack someone. My rule of thumb is that if I think you'd want the mob to attack someone the moment it is befriended I didn't add this and if you wouldn't I did. I changed some of the regal rat minion names, and some of them can now spawn from gold slime which couldn't before. ## Why It's Good For The Game This proc sucked and now it's nicer. As for the other changes; - A tamed mob immediately following you is nice feedback and saves you a click as it's likely to be your first action. Also removes some admin panel shitcode I added. - I changed Domain to a toggle because you generally want to use it on cooldown and someone suggested it on this PR and it sounded like a good idea. - I saw someone in Discord complaining that the previous flow of recruiting rats by hitting Riot with nothing around to summon one, waiting, hitting it again to convert one rat, and waiting again was tedious and annoying which I agree with. This method improves the quality of life by separating these two actions but _also_ as a side effect reduces a regal rat's ability to secretly stockpile 50 rats in a hidden maintenance room because most disposal bins are in slightly more visible areas, they'll actually need to go and make a mess somewhere someone can see them. ## Changelog 🆑 balance: Regal Rats can now grab mice out of disposal bins, and no longer spawn them with the Riot ability. balance: The Riot ability no longer needs to be used once for each slightly different kind of mob in your radius. balance: The Regal Rat Domain ability is now toggled on and off. balance: Several kinds of mob will immediately start following you once tamed. balance: Rats, hostile frogs, and evil snails can be created via gold slime reaction. /🆑 |
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54b12b2494 |
De-snails CI (#91077)
## About The Pull Request Someone stopped mice from spawning in dangerous atmospheric conditions but they forgot about the snails.  ## Why It's Good For The Game Think about the SNAILS ## Changelog 🆑 fix: stops snails from clogging up CI /🆑 |
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a708c8e8da |
snails (#90505)
## About The Pull Request adds snails to the game  these are harmless critters you can find in maints. they love eating all variety of fruits, and are gravitated towards snail people, where they'll dance around them. you can also pick them up and put them on your head. finally, you can also grab them and put them in hydrotrays (they will swim around in it very slowly). they'll help ur plants grow as they act as natural weed-repellants, as they'll eat weeds that grow in trays.  ## Why It's Good For The Game there's not that many mobs you can usually find in maints, currently there's only mice and cockroaches, this helps expand the pools a bit. ## Changelog 🆑 add: adds snails to the game. (keep them away from salt!) /🆑 |
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eb2796831b |
[MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request Currently patches are a subtype of pills, and while they have the ``dissolveable`` var set to FALSE, barely anything checks it (because people don't expect patches to be pills in disguise) so we end up patches being dissolveable and implantable, which is far from ideal. Both have been moved into an ``/obj/item/reagent_containers/applicator`` class, which handles their common logic and helps handling cases where either one fits. As for gameplay changes: * Pills no longer dissolve instantly, instead adding their contents to your stomach after 3 seconds (by default). You can increase the timer by dropping sugar onto them to thicken their coating, 1s per 1u applied, up to a full minute. Coating can also be dissolved with water, similarly -1s per 1u applied. Pills with no coating will work like before. * Patches now only take half as long to apply (1.5s), but also slowly trickle in their reagents instead of instantly applying all of them. This is done via embedding so you could theoretically (if you get lucky) stick a ranged patch at someone, although they are rather quick to rip off. The implementation and idea itself are separate, but the idea for having a visual display has been taken from https://github.com/Monkestation/Monkestation2.0/pull/2558.  * In order to support the new pill mechanics, stomachs have received contents. Pills and items that you accidentally swallow now go into your stomach instead of your chest cavity, and may damage it if they're sharp, requiring having them surgically cut out (cut the stomach open with a scalpel, then cauterize it to mend the incision). Or maybe you can get a bacchus's blessing, or a geneticist hulk to gut punch you, that may also work. Alien devour ability also uses this system now. If you get a critical slashing wound on your chest contents of your cut apart stomach (if a surgeon forgot to mend it, or if you ate too much glass shard for breakfast) may fall out. However, spacemen with the strong stomach trait can eat as much glass cereal as they want. Pill duration can also be chosen in ChemMaster when you have a pill selected, 0 to 30 seconds.  ## Why It's Good For The Game Patches and pills are extremely similar in their implemenation, former being a worse version of sprays and pills, with only change being that pills cannot be applied through helmets while patches and sprays ignore both. This change makes them useful for separate cases, and allows reenactment of some classic... movie, scenes, with the pill change. As for stomach contents, this was probably the sanest way of implementing pill handling, and everything else (item swallowing and cutting stomachs open to remove a cyanide pill someone ate before it dissolves) kind of snowballed from there. I pray to whatever gods that are out there that this won't have some extremely absurd and cursed interactions (it probably will). ## Changelog 🆑 add: Instead of dissolving instantly, pills now activate after 4 seconds. This timer can be increased by using a dropper filled with sugar on them, 1s added per 1u dropped. add: Patches now stick to you and slowly bleed their reagents, instead of being strictly inferior to both pills and sprays. add: Items that you accidentally swallow now go into your stomach contents. refactor: Patches are no longer considered pills by the game refactor: All stomachs now have contents, instead of it being exclusive to aliens. You can cut open a stomach to empty it with a scalpel, and mend an existing incision with a cautery. /🆑 |
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7d7b9e1f6e |
Ensures that mice don't spawn in unsafe atmos from garbage spawners (#88801)
## About The Pull Request Similarly to grime spawners, mice get removed from the "loot" pool when the trash spawner is placed in unsafe conditions. Closes #88769 ## Changelog 🆑 fix: Mice no longer can spawn in unsafe atmos from garbage spawners /🆑 |
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7d9754b0c7 |
Moves Meta drone bay to the main cargo bay (#86581)
## About The Pull Request MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay.  This bay starts slightly more prepared than others. You're still rewarded for going out of your way to set up exoscanners but now it's not literally obligatory, to reduce the effort entry cost. To make room for it, the security cargo post was moved to the east of the mailing room:  The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den.  It also has a nod to its prior room usage up north with some misc. drone bay stuff. This is my first real map PR and is likely to have dumb oversights. ## Why It's Good For The Game ## Changelog > MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay. On all stations Drone Bay is shunted off into some ass corner where nobody even notices it exists. After using it a bunch I've realized it has some interesting cargo use cases, because it's a cooldown based activity you can often have it on in the background while doing other things. I wished to move it inside the bay to highlight its usefulness! > To make room for it, the security cargo post was moved to the east of the mailing room: The mail room is rather big for being such a non-used part of the station, so it won't be harmed by being trimmed down into the main five chutes. I've tried to keep everything important on the tables, but do let me know if I fucked up and missed something. I also think it's funny to symbolize how Security has a weak hold on Cargo by having its security office almost completely cut off from the main area, but that's a post-hoc rationalization if anything. > The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den. Had to make use of the empty space somehow. This is a little funny den that might kickstart some hijinks. Meta's maint is pretty bland and hasn't had any real shakeups in a very long time, so adding a new PoI might cause some fun events. 🆑 add: MetaStation's Drone Bay has been moved to be basically inside the normal cargo bay. add: To make room for it, the security cargo post was moved to the east of the mailing room: add: The drone bay spot in maintenance has been cleared out by a gang of rowdy assistants, and turned into a drug den. /🆑 |
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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e5761e0bfc | Porting and adapting food sprites from other repos (plus a couple original resprites) (#85759) | ||
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f62cd39a51 |
Updates The Lizard's Gas (Lavaland ruin) (#83278)
## About The Pull Request Before:  After:   Notable changes: Sinks replaced with custom liquid plasma dispensers. Welding fuel tanks are now outside. Solid plasma sheets removed. Stony road is now a new tile, asphalt. Added a plasma gas tank, with a controller inside. You can refill plasma canisters using piping connectors, like the space version of this ruin. Shortened the road to make the ruin play nicer with terrain generation. Expanded the back room slightly. Moved the lizard to the back room so he aggros watchers and bileworms less. Gave the lizard a name, and adds a missing lizard plush. Reinforces the outside walls/windows. Adds some flavour items (trash spawners, posters and empty canisters). ## Why It's Good For The Game There was a bunch of little things that annoyed me about this ruin, so I went through and changed a lot. Replacing the solid plasma and welding fuel sinks was important because those were silly and added little to gameplay. The plasma chamber can be siphoned off into canisters and taken to the station where they can be sold, or sabotaged to create fiery clouds. Instead of removing the sinks entirely, I made them dispense liquid plasma instead and changed the sprites. Making them into solid sheets is a fun puzzle for miners to solve. The road also had to go. The pipes appearing above ground looked awful and the decals didn't work. So now it's a section of asphalt road. The asphalt can be removed, it's basalt underneath. This helps the outside match Lavaland's pallette better. The road was shortened to make the ruin more compact and look better when it generated over lava, I hated the roads ending cleanly in the middle of a lava lake. The inside didn't get changed a lot. Atmos was fixed so it filters out Lavaland stink. Some minor cosmetic stuff like adding posters to bare walls and moving the freezer section away from the door. The backrooms got expanded and now has a sofa so it's more usable as a break room. ## Changelog 🆑 add: The Lizard's Gas ruin in Lavaland has been revamped, and now dispenses plasma gas fuel. /🆑 |
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95b7fa1fb7 |
Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
## About The Pull Request I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. ## Why It's Good For The Game More unit tests to make sure things are done correctly. ## Changelog 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 |
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c570c96ebb |
adds crushed can, jelly doughnut, and shipping container random spawners (#78444)
## About The Pull Request i got bored so i made some new spawners, mainly for mappers but maybe an admin will use them too. pics here:  firstly, this adds crushed can spawners, for if you want a random crushed can sprite in your map, and don't really care which it is. if you _do_ care, however - you can set the var/random_icon field on one of these to 0, in your copy of strongdmm. then just change the icon state to whatever specific can design you'd like it to be (ie: "wellcheers") here you can see a few of them in action  secondly, this adds doughnut, jelly doughnut, and slime jelly doughnut spawners - pictured below these use a weighted list based on flavor - more down to earth flavors are more common, while more interesting and unique flavors like bungo and blumpkin are a bit rarer.  thirdly, this adds a shipping container spawner. this one uses a weighted list so the super obvious syndi corps are rare, less obvious ones are less rare, and regular corporate ones are common. here you can see a few.  ## Why It's Good For The Game more flexibility for mappers, more dynamic spawns... what's not to love? ## Changelog 🆑 not player facing /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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1c60848edb |
Removes poseur tag graffiti (it's been dead for ~6 years Edition) (#75689)
## About The Pull Request The _poseur tag_ graffiti option was not removed in the gang gamemode removal back in #30056. Back then it would have chosen one of the gangs' tags to mimic. Now, if selected, it will create an empty graffiti. This will also apply to any mapped/generated graffiti. This sucks and this derailed me from my other thing I was doing in the crayons.dm vicinity. ## Why It's Good For The Game Removes a 6-year-old non-functioning graffiti option. ## Changelog 🆑 fix: exorcised a ghost of the gang gamemode from graffiti /🆑 |
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af81a87446 |
Adds bacteria rich moldy food to random trash spawners. (#74276)
## About The Pull Request So, as bacteria bread from perma vendor was nerfed, the only way to obtain mold for cytology is from the mini-fridges. And they won't even spawn when needed. Correct me if i'm wrong. And so this adds moldy breadslices and pizzaslices to `random/trash/garbage` spawner which appears in trashcarts and in trashbagsfrom the trashcarts. Also added it to `grille_or_waste` spawner so it can just randomly spawn on the floor. About the damp rag. Just thought that there should be at least some piece of cloth at pile of garbage, as there is none at the moment. And it's quite usefull also, you can clean yourself or your fingerprints with it. Can cut it out if needed, not a big deal. ## Why It's Good For The Game More chances to find what you want to do cytology. Cytology slightly more practical. Damp rag is usefull. ## Changelog 🆑 add: Bacteria rich moldy food (like breadslices and pizzaslices) now spawn in trashcarts, trashbags and randomly on the floor. add: Damp rag now spawns in the trashcarts and etc. /🆑 |
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7d47fbef42 |
Refactor lighting items that use fuel (#72146)
## About The Pull Request Fixes #71826 This does the following: - Makes candles a subtype of flare - Fixes candles having lighting inconsistencies - Fixes burning items (welder, candles, flares, etc.) not causing ignition effects when held in hand - Adds burnt flares and melted candles to maint loot and trash spawners - Add match lighting sound when candles are lit - Add time defines for fuel amounts and rounded them (ex. instead of 32.3333 minutes, it's now 35 minutes) - Light sources that burn will now spawn a trash item once fuel is spent - Light sources that burn now have a welder hitsound - Light sources that burn can now be extinguished by a fire extinguisher (except flares) - Light sources that burn can now be used to ignite another object on fire (ex. a lit candle can be used to light a cigarette) - Light sources that burn and are lit now do `BURN` damage while attacking ## Why It's Good For The Game Code is more cleaner and consistent. Also fixes some bugs. ## Changelog 🆑 soundadd: Candles will now use the match lighting sound when lit soundadd: Light sources that burn will now have a welding hitsound fix: Fix candle light behaving erratically fix: Fix burning items that are held in hand will now have an ignition effect on the turf. (ex. lit welders in hand will now ignite plasma in the air) balance: Light sources that burn and are lit now do `BURN` damage while attacking balance: Light sources fuel amounts were rounded to exact numbers (ex. instead of 32.3333 minutes, it's now 35 minutes) qol: Light items that burn can now be extinguished by a fire extinguisher (except flares), used to ignite another object on fire, and will now leave a trash item once fuel is used qol: Add burnt flares and melted candles to trash spawners refactor: Refactor lighting items that use fuel to be more robust /🆑 Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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e7d788348f |
Frog Basic Mob Refactor (#72044)
## About The Pull Request Refactors the frog into a basic mob. The frog now does the same as the old frog and can now properly be commanded by the regal rats. ## Why It's Good For The Game ## Changelog 🆑 refactor: Refractors the frog into a basic mob /🆑 |
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b4615f9f40 |
turns axolotls into basic mobs (#71778)
## About The Pull Request Changes axolotls from simple mobs to basic mobs. I'm not well versed on the differences between simple and basic mobs but it looks like axolotls are still working as before. Their idle movement may be slightly different compared to before and now they don't move away while you're pulling them. ## Why It's Good For The Game Basic mobs are better for AI and probably some other stuff as well and there's the freeze thing also. ## Changelog 🆑 code: turned axolotls into basic mobs, their idle movement may be slightly different and they won't move while you're pulling them anymore /🆑 |
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333dcef6ad |
Refactor janicart to be subtype of mop bucket (#71094)
## About The Pull Request Fixes #41123 This gives mop buckets the same behavior as janicarts. This means it inherits the same hotkeys, context screentips, etc. Other niche changes: - Fix reagent containers playing attack animation when transferring reagents to mob bucket - Fix syringes and droppers not updating the appearance of target when used - Regular mop bucket has the same RMB hotkey as janicart for wetting mop ## Why It's Good For The Game One less bug off tracker. Better consistency with code. ## Changelog 🆑 fix: Fix reagent containers playing attack animation when transferring reagents to mob bucket fix: Fix syringes and droppers not updating the appearance of target when used qol: Regular mop bucket has the same RMB hotkey as janicart for wetting mop refactor: Refactor janicart to be subtype of mop bucket /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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bbb956d2a6 |
Removes Bowls from garbage spawners because they don't fit in trash bags and I'm SICK of not being able to clean! (#71152)
## About The Pull Request Let me give you a scenario. --- THIS, is you. Say hi!  You're a loyal janitor aboard NT-SS13. You love your job; despite the dangers, it's generally not too busy or tedious. Just a spray, a sweep, and put it all in a bag. --- This. This is your enemy.  Some crewmembers continuously leave them in maintenance, tossing them into garbage bins as they pass. This bowl, you cannot spray it. You can sweep it as far as you want, but in the end, cannot put it into the bag.  --- It exists to torment you. Nothing more, nothing less. You hate the bowl. And it hates you. Wake up.  ## Why It's Good For The Game Usually when you pass a trash pile you expect it to have trash, and entire bowls aren't technically trash code-wise, nor can you clean them. Yes, this PR has a modicum of salt. It was salt left behind in THE DAMN BOWLS. ## Changelog 🆑 del: NT has decided to begin a Recycling initiative, asking crew to please stop throwing their bowls away in maintenance. You should only find trash and grime from now on! /🆑 |
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c373959506 | Fixes invalid path in the garbage spawner (#70127) | ||
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28597066d3 |
adds axolotls (#69973)
Axolotls have a chance of spawning roundstart at each moisture trap, just like their fellow amphibians. Their spawn chance is half that of a frog. |
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835ad42d75 |
Random statue mapping spawner spawns its statues anchored (#69305)
About The Pull Request
The /obj/effect/spawner/random/decoration/statue spawner will spawn it's statues anchored, assuming they are structures.
Also refactored graffiti spawner since I was adding support in this area and saw it
Why It's Good For The Game
If you wanna use the spawner to place a statue in a public area, people will shove it around and stuff, which is lame.
So, by anchoring it when it spawns, mappers don't have to worry about people bumping their pre-placed statues around.
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4a274a6e4b |
[MDB IGNORE] Refactors drinks and fixes a lot of food problems (#69081)
* Makes condiments their own subtype, fixes geese, prepares for merging * Fixes geese checking drink type instead of edible foodtype to eat gross food. * Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD! * Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all. * Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink * fully removes Food subtype * /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother. * /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities. * Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago. This doesn't compile yet, but I do want to make sure my progress is well tracked. * remove copypaste code, changes soda cans * Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed. * Made soda cans their own subtype since they didn't share anything with glass bottles anyways. * Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word... * Removes a snowflake signal, now that both drink types share a common one. * Adds everything to the .dme Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only. * Moves all icons into a single drinks dmi I'm not that great at icon stuff, hopefully I didn't forget/break anything. * Turns juices into their own subtype This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'. * fixes compile issues, adds updatepaths * a better updatepaths * updates the damn maps now * properly names the updatepath * how did that get there * i suck at handling merge conflicts * how am i this bad * code improvement and soda fix * more fixes * Don't be a timer Ports from old food bottles to trans the reagents, rather than add a timer to. * Merge conflicts and fixes bottle smashing * Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit. * runs updatepaths again |
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b525e9162a |
Titanium and plastitanium shards and weapons + missing textures. (#66544)
Ever been bothered by why titanium glass and plastitanium glass do not drop their own shard types? Well this is the perfect PR for you! Titanium and plastitanium glass shards never existed, and it is probably because the person who made glass way back in the day didn't have time to add these shards. Luckily I decided to add them after all this time. Every piece of code created has been carefully considered and copied form other code, so then you know it is good code. Also I added more tags, I looked at the guidelines and found that adding the fix and qol tags probably boosts my pr score so it will get merged. |
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9fe1f8d105 |
Improve trash spawner (#64538)
* Improve trash spawner * Fix wrong path for broken bulb * Add nicotine candy trash and ash to cigbutt spawner |
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1533cdbe6f |
Boritos: Now with different flavors and available at vendors + Ready Donkmeal Trash Sprite uplift (#64238)
Boritos finally decided to start supplying the station with their cornchips. This PR comes with 4 flavors of boritos that can be bought from vendors as well as a slight uplift for the sprite of Ready Donkmeal's trash variant, making it actually look like trash rather then a pristine box. Also hey if you walk on boritos packages they pop! Thats cool right? |
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e26a859016 |
Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522)
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy! Link to the README for how the new spawner system works. Added the following new random mapping spawners: pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner Removed deprecated wizard trap, vault, and armory spawners. |