44 Commits

Author SHA1 Message Date
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

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

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2026-05-16 00:56:00 +02:00
Ghom a28575aa82 [NO GBP] Fixing more issues with sand (you can make sand walls again, also ghost glass sheets?) (#93215)
## About The Pull Request
Apparently wall construction code is snowflaked and indented as fuck
(and the same goes for door assemblies). I'm not bothering refactoring
everything with them, only to reduce the indentation, changing a couple
vars and overall making it easier to work with them later. This includes
wall construction not being hardcoded to sheets but include the
possibility to use other kind of stacks as well (if you don't count the
snowflake interaction with iron rods). In layman's terms, this means you
can make walls made out of sand (distinct from sandstone) again.

Also I've done some small changes to the materials storage, so that it
can eject ores too if the material doesn't have a sheet type.

Also, I've been told there may be issues with broken, uninteractable
(probably not properly initialized) glass sheets beside the ORM. I'm not
100% sure about the deets, but it may have something to do with spawning
the glass on the same turf the ORM is listening to, when smelting sand,
causing some race conditions, so let's spawn it in nullspace

## Why It's Good For The Game
While I'm sure there may be more elegant solutions (just take a look at
the wall and door construction code, they both use text2path oh god!),
I'm just here to make things a lil' cleaner and be done with issues with
the fact that sand is made of sand.

## Changelog

🆑
fix: You can once again make sand walls.
fix: Deconstructing an autolathe with sand in it should now drop sand.
/🆑
2025-10-02 19:12:11 +03:00
FalloutFalcon d2f34e33be moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621



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

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

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

need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
2025-09-13 00:36:15 +02:00
Roxy b112246e28 Fix "shatter on floor" behavior failing on stacks with only 1 left (#92049) 2025-07-12 02:18:26 +02:00
Sealed101 318d341ef7 Cyborgs can no longer shatter glass while no glass is stored in the synthesizer + TK glass shatter fix (#91798)
## About The Pull Request

Title; also introduces a stack trace in case a non-borg tries to shatter
a <1 sheet stack. Moves shard creation to `drop_location()` instead of
`user.loc` so shattering glass with TK won't magic shards under your
feet.

## Why It's Good For The Game

no issue opened for this one apparently, weird
anyway, less bug good

## Changelog

🆑
fix: fixed borgs being able to shatter glass into shards when there's no
glass in the synthesizer
fix: shattering sheets into shards with telekinesis will place the
shards at the stack, not at the user's feet
/🆑
2025-07-01 14:33:27 +01:00
SyncIt21 ff13dcadab Stacks check for invalid amounts (#91656)
## About The Pull Request
Alleviates #91603

As in it does not fix it because i have not been able to reproduce it.
It now checks for invalid values and defaults to `amount`(which is 1)
during `Initialize()` and not null so we don't have to pass the number
`1` when creating a single sheet.
 
A stack trace is thrown for <= 0 sheet amounts so we can debug & fix
stuff

## Changelog
🆑
code: stacks error on invalid amounts, removed manual passing of number
`1` when creating a single stack in many cases
/🆑
2025-06-18 15:28:35 +02:00
_0Steven 3b73af32c5 Table frame interaction refactor (#89880)
## About The Pull Request

So I was looking for `attackby(...)` instances to kill and, hey look,
table frames- oh what the fuck is this.
Oh why does this have the same checks like five times, across the parent
type and subtypes.

So this pr's primary point is to refactor the table frame
`attackby(...)` into `item_interaction(...)`, and by extension lower the
amount of weird `attackby(...)` override jank going on with them.
Instead of having all of the subtypes define their own almost exactly
the same table construction interactions, we use a single generic
interaction chain and add a new `get_table_type(...)` proc to let
subtypes override what tables to construct for what stacks.

We also move the assigning of frame-and-stack-related things to the
actual table types themselves, instead of specifying all these
interactions on the frame.

We also add screentips for deconstruction and table construction, again
using the `get_table_type(...)` proc so screentips can differentiate
between which stacks can and can't make a table for our table without
needing to change the screentips manually for the subtypes.

Beyond that is mostly generic clean-up.

I'm a bit icky on my implementation of
`/obj/item/stack/proc/get_table_type()`, because of hardcoding for
`/obj/structure/table/greyscale`, but I think it's better than the
alternatives.
This lets us use the old method of letting all `/obj/item/stack/sheet`
subtypes use the generic material table, but limit it to working as long
as they define a `material_type`. I feel it's better than letting broken
tables exist, needing to hardcode it on the table frame, or needing to
expect people to add the generic material table `table_type` whenever
they add a `material_type` (no one would do this).
## Why It's Good For The Game

Screentips good 👍
Less jank encountered good.
Specifically the inability to deconstruct table frames on right click
when tables can be deconstructed on right click has thrown me off so
many times it's wild.
## Changelog
🆑
refactor: Refactored table frame interactions, please report any issues.
fix: You can no longer make material-less material tables out of certain
items.
fix: Fancy tables remember which carpet was used to make them, and no
longer magically transmute carpets into simpler types.
fix: You can no longer stack abductor table frame-using tables
specifically.
qol: Added screentips for deconstructing table frames and constructing
tables out of them if the material you're holding can do so.
qol: Table frames can now also be deconstructed on right click for
parity with tables, in addition to left click.
qol: Table frame interactions use balloon alerts.
/🆑
2025-03-17 02:14:43 +01:00
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
klorpa 69176298ed Spelling Fixes (#86056)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-09-10 17:04:59 +02:00
grungussuss 198a8a9006 Material sheet sounds and Vary support for picking up/dropping items (#84860)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/96586172/b16ab800-8baf-4ef5-9f50-d39d5efd21f7

All materials are a subtype of `sheet` (other than rod) so I put the
general pickup/drop sound on that.
Materials that got their own special sound:
- wood
- glass
- plastic
## Why It's Good For The Game
Giving some heft and sound to items makes it more satisfying to use them
and move them around, these sounds also play when the items are flung
around so it'll make more noise during explosions which makes sense.
## Changelog
🆑
sound: all materials now have a sound for picking up and dropping
code: items now have pitch vary sound support for dropping and picking
up items
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-15 14:39:15 +01:00
Jacquerel 6596d75edc Gulag Adjustments Two (#82561)
## About The Pull Request

I have received feedback that after the prior changes in #81971, the
gulag is still a little bit too subject to RNG.
The main culprit (as in my previous PR) is Iron being kind of cheap and
the fact that unlike the old Gulag you no longer have any way of
headhunting more valuable materials (everything appears as boulders on
your ore scanner).

My solution to this is wider than the last one of tweaking point values,
but also much simpler:
Just make every boulder you mine be worth the same amount of points
regardless of what is inside of it.

On the average test I made I could comfortably mine about 40-45 boulders
in ten minutes.
We'll make some adjustments to that rather than leaving 40 as the target
number;
Most players upon being teleported to the gulag are going to spend a few
minutes whining and bemoaning their fate instead of getting straight to
work. I had the benefit of being able to make sure my run started as
soon as a storm ended so I wouldn't need any kind of midpoint break. I
was also always the only person playing on my local instance, there
hadn't been any other pesky prisoners before me who had already mined
out all the nearest available deposits. And of course, let us not
forget, I am an MLG master league ss13 player who was surely performing
well above average.

So we'll round that down to: Each boulder is worth 33 points, meaning
you need to collect 31 boulders to complete a 1000 point (roughly ten
minute) sentence.

How do I ensure that every boulder is worth the same amount of points?
Well it's pretty easy.
One boulder = one material sheet. One material sheet = 33 points.
Simple.

"Now Jacquerel", I hear you not saying because you don't want me to know
about this thing you would prefer to do instead of hitting rocks
outside; "if I simply smash all of the tables and microwaves and botany
trays and bed in the gulag I can easily get like 65 sheets of Iron,
which is almost enough to buy the freedom for two entire people!"
Unfortunately I knew you were going to try and do that and the prisoner
point machine will only give you points for material sheets which have
been printed from the material smelter (well, any material smelter
actually but you should probably use the one in the gulag). You'll be
able to tell because if you examine a valid material sheet it will
mention a little maker's mark on it, which is absent in the beat-up iron
that you get from smashing furniture to bits.

Also glass is worth 0 points. Don't waste time digging up that shit. 

As glass has had all of its point value removed, I have added a "work
pit" to the gulag to compensate. You can pull boulders out of this
indefinitely via effort, however it also stamcrits you every time.
It's not very fun to do this, but that's because I would prefer you to
go find the rocks out in the field instead. This is a last resort.
You can do this if there's no boulders left to mine or if you really
really really hate mining and would rather very slowly click on one tile
repeatedly to get your boulders instead.
As a tiny bonus doing this gives workout experience.

This isn't a totally ideal solution but I think it'll do for now.

## Why It's Good For The Game

What we want out of the gulag is:
- Something where officers can vaguely approximate an expected sentence
duration.
- A task that requires players to actually be spending that time doing
something to get out of here.
- Produces at least some amount of useful materials.

In I think roughly that order.
I hope this change accomplishes all three of these in a way that is
somewhat predictable rather than throwing darts at a board.

## Changelog

🆑
balance: Gulag mining has been rebalanced so that every boulder is worth
the same amount of points to mine for a prisoner regardless of what it
contains, and should be more consistent.
add: A vent which boulders can be hauled out of by hand has been added
to the gulag which you can use if there's nothing left to mine. It is
very slow, but at least it gives you a workout...
/🆑
2024-04-18 17:05:06 +02:00
ShizCalev ef92ecefb9 Fixes material sniffers not being able to find materials properly (#75354)
![image](https://github.com/tgstation/tgstation/assets/6209658/d91d07ba-32b3-4580-a22a-616e0aab55e2)

stack/init was adding stacks to the global list if they had LESS THAN 10
units, though the sniffer only looks for things >= 10 units. Flipped
bracket, gg. add() was also using += instead of |=, which resulted in
duplicate entries for the same object in the global list when adding
stuff to a stack.

🆑 ShizCalev
fix: The materials sniffer now actually works!
/🆑
2023-05-11 19:57:51 -06:00
tralezab fefd9aa4ea Craftable material sniffers (#74798)
## About The Pull Request

Are YOU annoyed about never finding the fucking mats you need? Slap some
cable coil on an analyzer and find that untouched sheet of iron and or
glass. It's a pinpointer for basic sheets.

## Why It's Good For The Game

Originally I meant to give this as something borgs might want, but I
realized they really won't have a great time using it and the situation
is more about botanists not being asked, and not knowing how to grow
lots of iron, repeat for all other departments. Awareness problems!!!

But I still like the item as a miscellaneous craftable.

## Changelog
🆑
add: Craftable Material sniffers
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-04-28 18:15:16 -07:00
Andrew 0818d6ae4c Crafting/Cooking menu update (#71779)
## About The Pull Request

Updated crafting menu, adding a lot of new functions and recipes that
were not in the crafting menu before.

<img alt="cult"
src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG">

<img alt="nH77dLyyGx"
src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">


![image](https://user-images.githubusercontent.com/3625094/206623881-12d8abfc-de5e-458e-a01c-3daac8dbe9bd.png)


https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4

## Why It's Good For The Game

It is easier to use, and it has a lot of recipes that were spread
throughout the game, some of which weren't even on the wiki.
Crafting and cooking now count about 1200 recipes in total, including
conditionally available ones.

## Changelog

🆑
qol: Rewrote the crafting/cooking menu UI
qol: Split crafting and cooking menus in two different menus
qol: Crafting is no longer blocking the entire UI, only the "Make"
buttons are disabled
qol: Added stack crafting recipes to the crafting menu
qol: Added cooking recipes that were absent in the crafting menu before
(tool recipes, machine recipes, reactions)
qol: Added option to search recipes by title
qol: Added option to filter recipes by required materials/ingredients
qol: Added food types to the cooking menu, highlighting diet of your
species (liked, disliked foods)
qol: Added total nutrition value of the result to the cooking menu
qol: Added option to filter cooking recipes by the food type of the
resulting food
qol: Added "Can make" category that lists all currently craftable
recipes throughout all categories
refactor: changed categories and reshuffled some items in them
code: Reagents now have default container to get an icon from the
reagent datum
code: Objects now have `desc_controls` var for OOC information about
mouse controls that are visible on examine, but not in the description
fix: Fixed alignment on many food icons
fix: Fixed missing icon for beef stroganoff
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2022-12-25 12:27:49 -08:00
tattle fd9f50c552 [IDB IGNORE] Renames the inhand/misc folder to inhand/items (#69573)
Also adds balloons to inhand/items
2022-09-01 03:29:10 +02:00
Y0SH1M4S73R e657e6c4f7 Most materials can be used to build most things (#66181)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-04-28 13:31:35 -07:00
Gandalf 684eab3d31 Converts SFX keys into DEFINES (#65146)
About The Pull Request

Simply converts all instances of soundkeys that use get_sfx from strings into defines.

E.g. "sparks" is now SFX_SPARKS
Why It's Good For The Game

It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better.

image
Changelog

Not player facing.
2022-03-11 10:09:18 +13:00
小月猫 b757fce02a New in-wall engine sprites (#64839)
adds new variants for each sized engine to look like they are in walls (basically cut down sprites with their density set to false (because they dont take up the full tiles, especially the huge engines are 3x3 but only take up 1x3, they must have no density or they block way more than they should))

before: dumb looking gap
image

after: nice clean engine (and box trams are soul filled, also, trams kinda too small to really get any sort of diagnal design working)
image

showcase of each sized thruster:
image

added new structures that act like walls but arent turfs, and can only be used (and can be used!) on trams!
comes with 3 types, iron, plastitanium, and titanium. supports more types being added if you want but these are basically all that a tram needs to use:
Untitled.1.mp4

also removed a duplicated APC in a maint on tram, and removed cycle helpers from random maint airlocks that arent actually meant to cycle (they are solo)
Why It's Good For The Game

engines are kinda too bulky and organically shaped so they dont really fit some designs such as tram as a good example, in wall designs allow you to add thrusters onto any shaped ship easily without worrying about ensuring the walls around them being shaped right, as it appears to have the bulk of the engine merged inside the wall
Changelog

cl Nari Harimoto
imageadd: New thruster sprites to allow for in-wall designs
fix: removed cycle helpers from 2 random tram maint airlocks that arent meant to cycle (solo airlocks) and a duplicated APC in tram maint
expansion: the tram now has new walls! they are structures that function like walls so as to be built on the tram, create and deconstruct via the new tram girder (screwdriver on the girder to deconstruct, there is no displaced version ie wrench)
/cl
2022-03-02 09:06:51 +13:00
Ghom 38b81ec732 Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS. (#61166)
* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS.

* build warning and codermonky's advice.
2021-09-04 13:35:24 +08:00
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
TemporalOroboros 976c1fcb8c [READY] Bespoke Datum Mats (#55296)
* Bespoke Material Backend

- Adds support for bespoke materials:
  - Reimplements [/datum/material/var/id]
  - Ports GetIdFromArguments from SSdcs
  - Adds a wrapper define for GetMaterialRef
  - Adds [MATERIAL_INIT_BESPOKE]
  - Adds [/datum/material/proc/Initialize]
- Does not actually add any bespoke materials

- [ ] TODO: Code docs
- [ ] TODO: Actually adding bespoke materials

* Some has_material procs and cleaning up some spaghetti

- Adds a pair of has_material procs for use in checking whether a given atom has a given material

* Adds meat

- Adds bespoke meat variants
  - Does not make them accessible
- Shuts up the linter

* Implements bespoke meat

- Makes the material container preserve bespoke materials
- Makes the sheetifier accept bespoke materials
- Makes the autolathe accept bespoke materials
- Makes the gibber produce bespoke meats

* Makes butchering produce bespoke meats

This is jank and really needs to be folded into a unified butchering and gibbing system

* Material documentation

- Adds, fixes, and touches up some documentation

* Material container insertion callback

- Changes the proc used to expand the material container's material list ot a proc used to check whether a material fits into a material container
- Instantiating new materials is no longer O(n) relative to the number of autolathes in existence.

* Makes processing meat conserve materials

- Makes bespoke meat carry over into meatballs

* Makes preserving custom materials an option

- Implements the ability to turn preserving custom materials _off_ for processor recipes

* Fixes all bespoke materials of the same type using the same singleton

- We use ids now, not just types.

* Makes the fat sucker produce bespoke meats

- Because consistency is good.

* Fixes autolathes merging bespoke stacks into normal stacks.

* Makes the callback to test materials for holdibility optional

- @Floyd

* GetMaterialRef -> GET_MATERIAL_REF

- We capitalize macros.

* Removes an extraneous callback

- Makes the sheetifier use functionality I didn't notice I implemented a few commits ago.

* Makes mob and species meat null compatible

* Fixes the ore silo

- The ore silo had really snowflake material handling that has been brought in line with the rest.
- The materials should show up in the correct order.

* Fixes minor lathe bugs

- Fixes stack_traces caused when lathes tried to fetch materials using reagent typepaths
- Fixed the selective reagent disposal topic. I have no idea how long this has been broken.

* Various documentation fixes

- Clarified a couple comments
- Removes an extraneous ?. operator
- Fixed mat floor tiles having bugged reagent temperatures

* More fixes

-/datum/material/meat/mob -> /datum/material/meat/mob_meat
- Adds atom typecheck to material containers.

* Fixes old typepaths
2021-01-15 23:39:58 -08:00
coiax 110ef4b32e Fix grammar of smashing sheets of glass (#55737)
The message was missing the indefinite article, meaning you would "leave
shard", rather than "leaving a shard".
2020-12-28 11:59:01 +13:00
NightRed 12f8b03249 Shatter glass by slapping the floor (#52916) 2020-08-18 22:40:07 -03:00
kingofkosmos 3263decaad Personalized combat messages part 2 (#52890)
Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators
2020-08-13 11:34:57 -03:00
jdawg1290 62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Qustinnus 4b2a8aebe5 [READY] Meat material & material datum turf support (#49402)
* temp

* meatwalls

* more

* adds sheetifier

* fix

* two

* mat texture + 4dplanner admin (#21)

* mat texture + 4dplanner admin

* keep together trait

* counter instead of trait

* finalizations

* woops

* fixes

* oopsie

* only set starting keep_together if necessary (#24)

* keep together as trait again

* remove false comment

* doc for TRAIT_KEEP_TOGETHER

* remove needless scoping

Co-authored-by: 4dplanner <3combined@gmail.com>
2020-03-04 23:18:08 +08:00
nemvar c15b2bb785 Fixes a bug that allowed the multiplication of materials. (#48584)
* No more double mats

* this isn't even a stack. I have been bambozeeled.

* Turns out the src. was important

* Alright this should work better.

* Alright this does work.
2020-01-05 19:44:27 -05:00
Qustinnus 908ccfe7b3 Fixes some material datum bugs (#47049)
* fixes

* chair

* ass

* fixes

* dumb

* done

* fix
2019-10-14 00:36:56 -04:00
Qustinnus a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00
nemvar 876db778a7 Durathread and loom changes. (#45261)
* Reworked loom and cloth

* newline

* Removes unneeded .=

We were returning TRUE regardless.
2019-07-21 17:40:00 -07:00
MMMiracles 5ee8a6bb1f Adds clothing production for Botany (#40563)
cl MMMiracles
add: Botany can now grow cotton to produce cloth for various jumpsuits.
add: Cotton can be mutated into a much more durable strand, allowing for the production of crude armor.
add: Rainbow flowers, an alternative for clothing dyeing, is obtainable through cargo's exotic seed crate.
add: A loom can now be crafted with some planks so you can actually weave that cotton into a usable fabric.
add: Fannypacks, softcaps, beanies and scarves are now craftable with cloth and dyeable.
/cl

[why]: A way to produce clothing and naturally obtain cloth past ripping up other stuff seemed useful and with the economy aspect, might actually have some extra use.
2018-10-03 10:13:34 +13:00
YPOQ d4136f4a65 Fixes gulag stacker not giving points after RPG loot event (#38570)
* Fixes gulag stacker not giving points after RPG loot event

* Moves point values to type vars

* cleanup
2018-06-21 17:30:13 -04:00
ShizCalev d525b18d8d Completes major inhand split project (#29574)
* Completes split project

* More work on it. Should be more or less finished
2017-07-29 16:47:37 -03:00
Expletive b928177ea5 Stacks will change sprites and w_class based on how full they are. 2017-06-02 02:55:41 -07:00
Mervill 09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
bear1ake f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
Cheridan 46acc2a55d REMOVES CABLE CUFF 2015-06-06 16:21:41 -05:00
Ergovisavi 57fe8ea3f4 Various mineral/material standardizations, minor mob changes 2014-03-19 18:28:56 -07:00
Hornygranny 9d3f8f6a2d second pass 2014-02-15 20:11:12 -08:00
Hornygranny 9e14c22747 Reduces throwspeeds on all items to realistic levels. 2014-02-15 19:58:03 -08:00
Cheridan bb9c09df46 Obsoletes flags = FPRINT | TABLEPASS*
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.

Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.

If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only  where it was intentional (holodeck items could use this for example).
2013-12-30 15:03:17 -06:00
petethegoat@gmail.com 11b17c4442 Committing suomynonAyletamitlU's storage item standardisation commit: http://forums.nanotrasen.com/viewtopic.php?f=16&t=11746
Standardization of the object tree and some modified functionality.
Moved a lot of storage/*_kit and similar boxes to storage/box/* ; most of these can now be found in boxes.dm. First aid kits remain a separate item type.
Replacement Light boxes pick up lights (for example broken ones) when used on them
Moved weapon/secstorage to storage/secure
Moved plant bags, ore satchel, trash bag, and sheet snatcher to storage/bag, in bags.dm
Fixed reagent_containers and snacks to pass through attackby() so the use_to_pickup code works. This affects plant bags, trash bags, and pill bottles.
Dice packs are now pill bottles, and all pill bottles can pick up dice.
Added error handling to uplink/generate_menu() so that one mistyped string doesn't bork the whole syndie uplink menu, since strings cannot be type-checked at compile time.
Cigarette packs and crayon boxes are now storage/fancy, however they retain existing update_icon() code.
Added a comment to storage.dm so that future people know where to look for use_to_pickup and allow_quick_gather code.

Updated all maps.

I've tried to test this thoroughly but I wouldn't be surprised if there were a few lingering issues. Try not to panic if you encounter any.

Full (i think) list of changed paths:
/obj/item/weapon/storage/flashbang_kit	> /obj/item/weapon/storage/box/flashbangs
/obj/item/weapon/storage/body_bag_box	> /obj/item/weapon/storage/box/bodybags
/obj/item/weapon/storage/chemimp_kit	> /obj/item/weapon/storage/box/chemimp
/obj/item/weapon/storage/trackimp_kit	> /obj/item/weapon/storage/box/trackimp
/obj/item/weapon/storage/seccart_kit	> /obj/item/weapon/storage/box/seccarts
/obj/item/weapon/storage/handcuff_kit	> /obj/item/weapon/storage/box/handcuffs
/obj/item/weapon/cigpacket		> /obj/item/weapon/storage/fancy/cigarettes
/obj/item/weapon/storage/mousetraps	> /obj/item/weapon/storage/box/mousetraps
/obj/item/weapon/storage/PDAbox		> /obj/item/weapon/storage/box/PDAs
/obj/item/weapon/storage/id_kit		> /obj/item/weapon/storage/box/ids
/obj/item/weapon/storage/lightbox/mixed	> /obj/item/weapon/storage/box/lights/mixed
/obj/item/weapon/storage/donkpocket_kit	> /obj/item/weapon/storage/box/donkpockets
/obj/item/weapon/storage/beakerbox	> /obj/item/weapon/storage/box/beakers
/obj/item/weapon/storage/syringes	> /obj/item/weapon/storage/box/syringes
/obj/item/weapon/storage/gl_kit		> /obj/item/weapon/storage/box/rxglasses
/obj/item/weapon/storage/diskbox	> /obj/item/weapon/storage/box/disks
/obj/item/weapon/storage/stma_kit	> /obj/item/weapon/storage/box/masks
/obj/item/weapon/storage/lglo_kit	> /obj/item/weapon/storage/box/gloves
/obj/item/weapon/storage/lightbox/bulbs	> /obj/item/weapon/storage/box/lights/bulbs
/obj/item/weapon/plantbag		> /obj/item/weapon/storage/bag/plants
/obj/item/weapon/storage/satchel	> /obj/item/weapon/storage/bag/ore
/obj/item/weapon/trashbag		> /obj/item/weapon/storage/bag/trash

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5494 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-08 19:11:56 +00:00
aranclanos@hotmail.com 8af0cf02fd Fixes Issue 1099 - Not being able to build rWalls with plasteel. I slipped it there, sorry.
Deleted beach.dm and moved the code to floor_types.dm, the turf/simulated/beach is now turf/simulated/floor/beach.
Changed the turfs in the holodeck beach to the new type.
Falsewalls and walls have the right descriptions and names now.
'bananium' and 'sand' falsewalls are deleted, we already have 'honk' and 'sandstone', that are the same thing
Deleted a bunch of code that does the same thing in girders.dm (This still needs a lot of work, I'm unhappy of how it ended up)


I'll keep working with sheets of minerals, they are really messy, I think some of them are defined twice (!) and there are large chunks of code that does the same thing when they are used. But, as always, to be continued~

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5073 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-15 09:38:06 +00:00
johnsonmt88@gmail.com 867b21c7ce File restructuring!
This brings down a bunch of defines from /code/defines/obj.dm unto their appropriate files.

I've moved morgue.dm from game/machinery into game/objects/structures since that file contains no machines.

I've reorganized the objects/items/stacks folder and made a 'sheets' and 'tiles' folder to keep things separate

I've separated stool_chair_bed.dm into its own folder which now contains the files: stools.dm, chairs.dm, bed.dm and alien_nests.dm to make it a little easier to go through.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4582 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 18:00:30 +00:00