32 Commits
Author SHA1 Message Date
Leland KembleandGitHub f29fccfc2c Not as scary as it looks attackby() to item_interaction() (#96795) 2026-07-12 13:45:35 +02:00
cacogenandGitHub 51708d5504 Adds beef space ramen (#96393)
## About The Pull Request

Adds beef space ramen packets as an uncommon maintenance spawn. These
are small boxes that contain a brick of dehydrated space ramen and a
beef flavour sachet (these are all they can hold). These items can be
used on the soup range to create beef ramen.
## Why It's Good For The Game

The existing option for ramen leaves something to be desired. You just
add water and it magically heats itself. The ramen is treated as a
reagent rather than an object like other noodles.
## Changelog
🆑 cacogen
add: Adds packets of beef ramen as an uncommon maintenance spawn
/🆑
2026-06-10 09:08:10 +12:00
SyncIt21andGitHub 468b351b86 Axes grind & juice vars into procs (#94592)
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.

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

## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
2025-12-25 20:40:35 +01:00
Da Cool BossandGitHub b201c253be Donk shotgun shell boxes can now hold shotgun shells (#94498)
## About The Pull Request
Shells spawn in the box, but when removed they can't be put back in.
This is because they hold only donk pockets.

Fixes this, and also allows you to refill it with other shotgun shells,
since they're all more or less the same shape. This mirrors how the
other donk boxes can store donk pockets of any kind.
## Why It's Good For The Game
Exit-only boxes for ammo are very frustrating for players. They expect
to be able to put the ammo back inside.
## Changelog
🆑
fix: The Donk Co. 'Donk Spike' boxes now properly store shotgun shells.
/🆑
2025-12-16 21:57:33 -05:00
GhomandGitHub 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
455fe545e0 Part 4: Storage Improvements (#90783)
## About The Pull Request
- Address
https://github.com/tgstation/tgstation/pull/90476#discussion_r2051701283.
Makes pill bottle code cleaner
- Datumized some more storage values(monkey guncase toolbox & crafter
toolbox) making their init slightly faster
- Moved all standard storage subtypes(bags, boxes, lockboxes etc) that
is scattered across various files & folders in the codebase into their
respective files under `code/game/objects/item/storage` folder.
This means for e.g. if you want to see all boxes in the game you can
find them in `code/game/objects/item/storage/boxes` folder & don't have
to go looking for hidden subtypes in various module files or folders
where they were hidden away.
  Makes looking for stuff & modifying these storages much saner & easier

## Changelog
🆑
code: organized storage subtypes under the same files & folders
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2025-05-02 23:25:58 +02:00
9bd45e2f3a Part 3: Storage Improvements (#90476)
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-04-20 12:02:29 +00:00
John WillardandGitHub 17503426ee Adds battery matches & gum wrappers (#89871)
## About The Pull Request

Adds bubblegum wrappers, I was originally gonna make it a trash type for
gum but thought it would hide the feature since there's no indication
that they are in a wrapper (and you'd have to eat the entire gum to get
to it, which I don't think you can even do?), so instead bubblegum boxes
have 4 wrappers which each holds 1 piece of gum.
These wrappers can be grinded down for aluminium, or used in a crafting
recipe with a cell of any kind to make a makeshift match, you can ignite
it by using it in your hand (at the cost of minor burn damage).

Fixes the description for matches having 2 periods in them

![image](https://github.com/user-attachments/assets/16b13b64-ca25-4f2f-ba7e-dcaca36f7442)

Icon for the wrapper is a recolored version of ``janitor.dmi``'s floor
sign, while the match itself is the "crappy" cell with a codersprited
stick of gum coiled around it, with a copy paste of the regular match's
fire for the fire.

## Why It's Good For The Game

For years I've thought of how cool it would be to add makeshift
equipment that prisoners could make, this is a pretty harmless addition;
a source of aluminium and matches. Prisoners currently are incredibly
dependent on prison loot spawn, which kinda sucks, and this is also
reliant on prisoner loots, but at the very least it means getting more
use out of the lesser-useful items.
It would be nice to open up new ways to play Prisoner that don't involve
some form of prison breakout.

## Changelog

🆑
add: Bubblegum now comes in wrappers.
add: You can make a match out of a battery and a gum wrapper.
spellcheck: Matches no longer have 2 periods in the description once
used.
/🆑
2025-04-07 19:06:44 +02:00
SmArtKarandGitHub 6b83a91956 Revert "Refactor for storage initialization & organization (#89543)" (#90332)
## About The Pull Request

Reverts the storage initialization refactor and all subsequent related
PRs.
The original PR is below our standards both for code quality and
testing, and is majorly flawed at its core. This has been discussed with
other maintainers and headcoder(s?) over on discord. A lot of changes
from the PR could be brought over later, but in its current state it
should not have been merged.

- Closes #90322
- Closes #90313
- Closes #90315
- Closes #90320
- Closes #90312
- Closes #90344

## Why It's Good For The Game

This PR causes a series of major issues which cannot be resolved without
either completely rewriting a lot of the original PR, or bad code.
Not matching our standards is grounds for not merging a PR, and the fact
that a PR should not have been merged is a reason for a revert.

## Changelog
🆑
fix: Fixed a series of storage-related bugs caused by a refactor PR.
/🆑
2025-03-30 21:30:31 +00:00
CirrialandGitHub 49030bc818 Fix Donk Pocket spawns (#90296)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/90294. Donk pockets
should spawn in multitudes, not singular.

## Why It's Good For The Game

Bugfix, restoring previous functionality.

## Changelog

🆑
fix: Donk pocket boxes start with more than one donk pocket again.
/🆑
2025-03-28 18:24:53 -04:00
GoatandGitHub 2fc6583b2c Fix Tiziran supply boxes not having the proper contents (#90267)
## About The Pull Request
Tiziran canned goods boxes used the farm fresh list while the farm fresh
box only gave three items. The farm fresh box now gives eight food items
and the canned goods now actually give canned goods. Adds a storage type
for tiziran goods.

## Why It's Good For The Game
Canned goods should have canned goods. Farm fresh should provide plenty
of items due to the amount of different things it can roll. (It's also
how it used to be)

## Changelog
🆑 Goat
fix: The Tiziran Empire has now actually puts canned goods in their
canned good exports along with putting more food in their farm fresh
boxes.
/🆑
2025-03-28 18:25:33 +01:00
SyncIt21andGitHub 0f57a23830 Refactor for storage initialization & organization (#89543)
## About The Pull Request
A Huge chunk of changes just comes from moving existing storage code
into new files & seperating `atom_storage` code into its own subtype
under the already existing `storage/subtypes` folder.

With that the changes in this PR can be organized into 3 categories.

**1. Refactors how `/obj/item/storage/PopulateContents()` initializes
storages**
- Fixes #88747 and every other storage item that has a similar variant
of this problem

The problem with `PopulateContents()` is that it allows you to create
atoms directly inside the storage via `new(src)` thus bypassing all the
access restrictions enforced by `/datum/storage/can_insert()` resulting
in storages holding stuff they shouldn't be able to hold.

Now how this proc works has been changed. It must now only return a list
of items(each item in the list can either be a typepath or a solid atom
or a mix of them in any order) that should be inserted into the storage.
Each item is then passed into `can_insert()` to check if it can fit in
the storage.

If your list contains solid atoms they must be first moved
to/Initialized in nullspace so `can_insert()` won't count it as already
inserted. `can_insert()` has now also been refactored to throw stack
traces but explaining exactly why the item could not fit in the storage
thus giving you more debugging details to fix your stuff.

A large majority of changes is refactoring `PopulateContents()` to
return a list instead of simply creating the item in place so simple 1
line changes & with that we have fixed all broken storages(medical
toolbox. electrical toolbox, cruisader armor boxes & many more) that
hold more items they can handle

**2. Organizes initialization of `atom_storage` for storage subtypes.**
All subtypes of `/obj/item/storage` should(not enforced) create their
own `/datum/storage/` subtype under the folder `storage/subtypes` if the
default values are not sufficient. This is the 2nd change done across
all existing storages

Not only does this bring code cleanliness & organization (separating
storage code from item code like how `/datum/wire` code is separated
into its own sub folder) but it also makes storage initialization
slightly faster (because you are not modifying default values after
`atom_storage` is initialized but you are directly setting the default
value in place).

You now cannot & should not modify `atom_storage` values inside
`PopulateContents()`. This will make that proc as pure as possible so
less side effects. Of course this principle is not enforced and you can
still modify the storage value after `Initialize()` but this should not
be encouraged in the future

**3. Adds support for automatic storage computations**
Most people don't understand how `atom_storage` values work. The comment
here clearly states that

https://github.com/tgstation/tgstation/blob/55bbfef0da70d87455ca8d6fd5c95107eb8dbefb/code/game/objects/items/storage/toolbox.dm#L327-L329
Because of that the linked issue occurs not just for medical toolbox but
for a lot of other items as well.

Which is why if you do not know what you doing, `PopulateContents()` now
comes with a new storage parameter i.e. `/datum/storage_config`

This datum allows you to compute storage values that will perfectly fit
with the initial contents of your storage. It allows you to do stuff
like computing `max_slots`, `max_item_weight`, `max_total_weight` etc
based on your storage initial contents so that all the contents can fit
perfectly leaving no space for excess.

## Changelog
🆑
fix: storages are no longer initialized with items that can't be put
back in after taking them out
refactor: storage initialization has been refactored. Please report bugs
on github
/🆑
2025-03-23 22:20:23 +01:00
df3d6a31ca Reworks flechette into a AP pellet round that does mostly wounds. Adds the Donk Co. 'Donk Spike' flechette round as a surplus round. (#89972)
## About The Pull Request


![image](https://github.com/user-attachments/assets/a9932294-5355-4a75-b64d-cd8350092c21)

Reworks flechette shells from... whatever it was that they were supposed
to be before into an AP pellet round that primarily focuses on wounding
power and embedding power over specifically dealing direct damage (16 as
opposed to buckshot's 30). Useful if you want to maim as a priority.

You can print flechette once science researches Exotic Ammunition.
Nuclear Operatives also get flechette rounds as a Bulldog Shotgun
magazine choice priced as a basic ammunition type.

In addition, you can also acquire Donk Co. 'Donk Spike' flechette
shells. These shells fire plastic darts! They can be purchased by
Nuclear Operatives as a surplus option for Bulldog shotguns. 7 magazines
for the price of one.

Donk Co. 'Donk Spike' flechette was intended to be an alternative to the
standard flechette but failed spectacularly once it hit the market. Due
to a lack of confidence in the product, Donk Co. 'Donk Spike' flechette
now appears in maintenance loot as potential trash, as Donk Co. dumped
it in the millions into various landfills across the sector.

You can also print it if you find the tech in a BEPIS tech disk. 

Does it work? Why don't you take a chance on Donk and find out?

## Why It's Good For The Game

I'm not sure if the person who made the original flechette actually
understood what each of the variables was supposed to be doing or how
they actually worked. A bullet with an excessively negative standard
wound power (for a pellet projectile) and low damage, but then an
excessively high bare wound bonus (for a pellet projectile). But then
some ricochet variables without ricochet being assigned to the bullet...
and a demolition mod on a round meant to be weak against armor?

Nonsensical.

So I've reworked it into two unique rounds. The first serving a
practical purpose and becoming an AP option when the crew typically
begins seeing those options open up (such as x-ray lasers). The same can
be said for nukies, who love AP options, but one focused on lasting
wounds is handy too for keeping someone down. There isn't a milspec
option; so for nukies, this isn't doing nearly as much upfront damage as
buckshot or slugs. You buy this when you want someone not to be
recovered with a LOT of medical attention.

The second being more tongue in cheek, but also giving a surplus option
for Bulldog shotguns, which I think are having ammunition problems even
still. Surplus ammunition might slowly roll out for all the guns, but
I'm mostly focusing on the ones that have some slight price disparity
for total shots compared to other weapons. Also, shooting people full of
plastic is kind of funny.

## Changelog
🆑
balance: Flechette has been reworked into an AP pellet round that embeds
and wounds, but has less actual damage to buckshot. You can print it
once Exotic Ammunition has been researched. Also available to Nuclear
Operatives.
add: Donk Co. 'Donk Spike' flechette rounds. No longer offered by Donk
Co. It can sometimes shows up in trashbins and dumpsters. And operatives
can buy it in bulk if they really feel like it.
/🆑

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-03-19 08:01:22 +01:00
GhomandGitHub 8d0e6734fe Fish (ya know, from fishing) is now edible (#86110)
## About The Pull Request
Fish (the item that you catch with a fishing rod) now has an edible
component attached to it, making it possible to eat them if you really
have to, at the cost of eventually killing and deleting the fish,
however, you normally shouldn't.
Along with the seafood and meat foodtypes flags, it possess the gore and
raw foodtypes too, making them pretty awful to eat unless you're a
(non-vegan) lizard, felinid, or wearing the strange bandana*, which can
only be found in the cqc kit case. Furthermore, it carry diseases like
the ones from food left on the floors for too long, so a strong stomach
is required to safely eat it even if you actually like it, dummy...
UNLESS you fry or grill it, thus killing the diseases (as well as the
fish) and removing both the gore and raw food types, then it becomes an
actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a
donkfish or a slimefish.

That is more or less the general rule. A few fish stray for it. For
example, lavaloops are never raw (still gorey). The skeleton fish are
never edibles, and holodeck fish is, well, holographic and thus
disappears if you try to eat it.

*the strange bandana is a reference to MSG, and this is a reference to
the MGS3 fish eating animation.

This is WIP btw, I'll have to test it and add some then polish it.

## Why It's Good For The Game
Whole unprocessed fish should be technically edible, even if not safe to
eat nine times out of ten. Also I kinda need this if I want to add a
tasty fishing spot to the kitchen deepfriers.

## Changelog

🆑
add: Whole, unprocessed fish is now edible. However it's pretty much
reccomended to grill or fry it for over 30 spess seconds before
attempting to eat it.
fix: germ-covered, dirty food no longer tries to infect you through
contact.
/🆑
2024-09-15 13:13:47 +02:00
91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
MrMelbertandGitHub 4aa7bae77a Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode (#84083)
## About The Pull Request

### Dilemma 

So we've been running into a dilemma recently as we move more and more
items over (#84070, #83910)

Some things like modsuits, tables, washing machines, storage items want
to do their tool acts before their item interactions

In the past this was perfectly fine, because it was `tool_act` ->
`attack`, but now it's a problem, because it's `item_interaction` ->
`tool_act` -> `attack`.

Rather than resort to snowflaking, my idea is that we can move tools
back up the chain so deconstruction and other similar effects are
handled first, before anything else like putting the tool onto the
table.

### So why does it require non-combat-mode?

A large amount of tool acts early return if the user's on combat mode to
allow the user to smack the thing instead of using the tool on it. So
I've decided to walk back on what I said like a week ago and make this
standardized behavior.

### Misc

Reintroducing `tool_act` as a proc that exist means that atoms can
easily hook certain interactions that must happen very high in the click
chain, such as doing something that block storage insertion. Moves some
of the behaviors I put on the (admittedly rather hacky) new proc to
that.

(Also cleaned up a bit of lockbox and medbot code)

## Changelog

🆑 Melbert
fix: Fixed modsuit interactions slightly. No longer requires combat mode
to use tools on it, plasma core works as intended as well. (Using combat
mode, however, will make you insert the item)
refactor: Refactored lockboxes
refactor: Refactored medbot skin application
/🆑
2024-06-28 16:18:50 -06:00
SmArtKarandGitHub 4ac4375faf Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)
## About The Pull Request

Fixes #84170 
Adds pen clicking and changes some of edagger and pendriver code to use
it instead.
Also replaces most pen typechecks to writing implement checks where it
makes sense, so now you can rename things with everything you can write
with (crayons)


![3d6NwcATNp](https://github.com/tgstation/tgstation/assets/44720187/f6b3ba2f-f3de-4e40-827f-2bad153a92f4)

Twisting pen caps (for traitor uplinks) has been moved to ctrl + click
instead.
2024-06-24 16:08:37 -05:00
MrMelbertandGitHub ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00
MrMelbertandGitHub 12afcb911e Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#81120)
## About The Pull Request

- Large amount of storage datum cleanup.
   - Documentation.
   - Maybe more consistent use of parent vs real_location. 
   - Removes the weakrefs, replaces it with just references.
      - These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
 
- Some bugfixes. 

## Why It's Good For The Game

Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.

## Changelog

🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.  
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
2024-02-05 11:42:03 -08:00
AndrewandGitHub b1c5e5e0f6 Foodening (#77887) 2023-08-31 14:57:19 -04:00
c8266cf0a2 Settler Quirk: Tame the Outdoors! Have trouble with tall shelves... (#77654)
## About The Pull Request

Adds the Settler quirk. This gives you bonuses to taming animals and
fishing, as well as making you gain hunger slower than others.

However, you are quite a bit slower than most people, and have trouble
with vaulting objects. You do, however, suffer significantly less from
equipment slowdown. (to the point that it is almost zero)

Settler riders are faster on their mounts than others if they're at
least sane. They start to slow down if they're less sane.

You are also shorter than most people. 

<details>
  <summary>Typical Settler encounters the typical Spacer</summary>
  

![Dr_Xr1nU0AAMsSE](https://github.com/tgstation/tgstation/assets/40847847/86ed4947-de5f-4bdf-a8ae-521dc7c30662)
  
</details>

## Why It's Good For The Game

I wanted to add a lightweight quirk that was kind of the 'opposite' of
Spacer, but a little more focused on interacting with elements of the
game world that would enjoy some attention. So, I thought 'what about an
outdoorsman quirk?'

So, I based it around being from people who lived out on the rim, under
unideal circumstances (and probably heavier gravity than Earth), and
taming the land. The slower movespeed encourages finding an animal to
tame that you can ride, and the bonuses to taming should help make that
a bit easier. The other additions just made sense for someone living it
a bit rough in the wilderness.

Having a bunch of settlers taming cows and riding around on them all
shift just kind of sounds hilarious to me.

## Changelog
🆑
add: Settler quirk! Conqueror the great outdoors....in space. Just make
sure nobody asks you to get anything from the top shelf.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-17 12:09:08 -06:00
OreoandGitHub f3a6444a5a Refactors honeycomb into a food (#75551)
## About The Pull Request

Updates to honeycomb for the new reagent system

## Why It's Good For The Game

The plant bag can hold honeycomb but the all-in-one grinder does not
accept honeycomb from the plant bag, requiring manual removal and
placement into the grinder. This speeds up workflow and makes bees less
clunky and more accessible.

## Changelog

🆑
refactor: honeycomb is now edible
fix: all-in-one grinder now notifies the user when trying to dump an
empty bag
fix: all-in-one grinder now accepts honeycomb from plant bags
/🆑
2023-05-23 16:29:51 -06:00
Jack EdgeandGitHub 5a3875dacc Fix fancy boxes to fold like regular boxes (#73406)
🆑 coiax
fix: Folding a "fancy box" like donut or candles will now put cardboard
in your hand, rather than on the floor.
fix: You can always see how many pickles are in a jar of pickles, or
rolling papers there are in a pack of rolling papers, since it's not
possible to close them.
/🆑

Currently, folding a "fancy box", one where the contents are visible in
the icon, like a donut or candle box, the cardboard will drop on the
floor.

The `attack_self()` proc between the two types of boxes have been
unified.

In addition, the `is_open` for fancy boxes has been expanded to include
the "always open" option, where the contents of the box are always
countable on examine, and the box does not have a closed appearance.
Candle boxes previously special cased the `attack_self()` proc, and with
this addition, no longer need to.

## Why It's Good For The Game

Consistency in box interaction. Cardboard in hand. Always can count
pickles.
2023-02-18 13:44:17 -07:00
tralezabandGitHub 64de1617b2 Refactors lizard fake canned food into real canned food (#73469)
## About The Pull Request

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

## Why It's Good For The Game

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

## Changelog
🆑
refactor: Lizard related canned food now acts like canned food
/🆑
2023-02-17 15:43:03 -07:00
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
tattleandGitHub e928449067 3/4ths-ify some wall mount sprites (by Kryson and Viro) (#71788)
posters are now 24px tall, new sprites for nanomeds, emergency safes, and ticket machines
(by Kryson)
2022-12-09 18:02:16 -03:00
f45e58cf0e Coffee Shop DLC - done right this time edition (#70991)
## About The Pull Request

this is a re-attempt at PR #70725 that was practically ready but was
ruined in the course of my hardships with git. Mistakes were made.

In this re-edition I also addressed a few suggestions from the comments
of the original pr. There is a shaker added in the meta station cafe and
the pill bottle is moved out of sight to the fridge (I still left it
cause it contained antidepressants for the especially overworked NT
employees). Additionally, the naming of `/cup/glass/coffee` has been
handled differently this time to minimize the need of changing the code
in multiple places.

Please refer to the original PR for all details concerning the content,
below I add just a rough line-out for the sake of coherency.


![image](https://user-images.githubusercontent.com/57324037/199326210-216e5687-c205-4252-aae3-d55232c1c352.png)

The content of the pr extends to:
- a new coffee bean driven coffeemaker
- syrup bottles
- a coffee condiment display box
- almost complete make-over of the meta station cafe
- adding the new coffeemaker in a few break rooms on delta and tram (2
machines per station)

## Why It's Good For The Game

Please refer to #70725

## Changelog
🆑
add: After a massive success of the Modello 3 series, Piccionaia Home
Appliances rolls out a completely new coffeemaker model and renovates
the meta station cafe for free in a promotional campaign!
add: Syrup bottles, condiment displays, and more, to make the spess
coffee experience even better
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-11-20 23:23:15 -08:00
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
ShizCalevandGitHub ad87985ff2 Fixes papersack (#70341)
fix: Fixed the papersack.
2022-10-07 20:15:37 -07:00
TwaticusandGitHub c7dde06668 [MDB Ignore]Hats DMI split (#70060)
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi
2022-10-06 21:37:06 -07:00
ShizCalevandGitHub 1a32f60cf4 [ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons (#70037)
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
2022-10-04 10:20:24 -07:00
san7890andGitHub 42ec99a1b4 Preset Boxes File De-concatenation (#69753)
* Preset Boxes File De-concatenation

Hey there,

We had one file that was like eighteen-hundred (1800) lines full of just... box presets. There was no rhyme or reason to where anything was in the list, it just sorta got to the point where new features were found near the bottom with zero grouping. So, let's de-concatenate this massive file and give it some proper grouping.

While I was in the area, I did some file cleanup, using `snake_case` instead of whatever the fuck some vars were, alphabetizing and cleaning up lists to have trailing commas, that sorta stuff. Let me know if I broke something somewhere.

* documentations, var improvement

* adds some documentation, clears up some variables
2022-09-08 09:15:58 -04:00