71 Commits
Author SHA1 Message Date
Alexis 88e84645b1 Merge commit '6b52b564a50e4f3091470529c683587e5de15d49' into upstream-sync-7-22-2026 2026-07-22 13:39:09 -04:00
Aliceee2chandGitHub c7408ce841 Mapping previews tool for mapper's mapping needs (#96872)
## About The Pull Request

Makes more machinery using MAP_SWITCHes so their fancy preview icons
could be displayed in SDMM. MAP_SWITCH takes original icon+icon_state of
machinery as first argument and icon+icon_state (basically a machinery
part because the naming system, like `MAP_SWITCH("computer",
"/obj/machinery/computer/slot_machine")` ) from
icons/obj/fluff/map_previews.dmi

Adds a tool (subsystem) for that need that generates preview icons for
stuff that has overlays. To include them in preview generating you have
to set specific variable to TRUE.


## Why It's Good For The Game

Lets us do this instead of black boring consoles: 
(before)
<img width="641" height="575" alt="image"
src="https://github.com/user-attachments/assets/35fc5a19-bc24-4c02-957a-43ddef86e684"
/>
(after)
<img width="641" height="575" alt="image"
src="https://github.com/user-attachments/assets/99310823-747f-4e0a-acf8-60abcc8f2ed1"
/>


## Changelog

🆑
qol: Made machinery with overlays actually be properly displayed in SDMM
editor.
/🆑
2026-07-15 12:48:22 +00:00
BloopandGitHub 13923fe99d Fixes blueprint hard deletes (#96851)
## About The Pull Request

<img width="1709" height="354" alt="image"
src="https://github.com/user-attachments/assets/7d7489e2-034e-49c3-bffb-ce39d9ed44f3"
/>

Fixes this proximity monitor ref not being managed

## Changelog

Not player-facing
2026-07-08 20:00:13 +02:00
Leland KembleandGitHub ad860bc23e Moves a great many more things from attackby() to item_interaction() (#96657)
## About The Pull Request

30 more(files, counting by files now). In combination with the other pr
this means that we are now at more `item_interaction()` overrides than
`attackby()` overrides, not counting `[tool]_act()`s.

Changes beyond conversion:
You can no longer repeatedly put gravitational or bluespace cores into
the gravity and wormhole guns, respectively. One's enough.
A runtime that occured when boxcuttering a package open no longer occurs

## Why It's Good For The Game

300 GBP for the cost of 3. A steal if I've ever seen one. You should get
in on this.

## Changelog
🆑

fix: You can no longer repeatedly put anomaly cores into the anomaly
core guns
fix: A runtime that occured when opening a package with a boxcutter no
longer occurs.

code: 30 files have been moved from attackby() to item_interaction()

/🆑
2026-07-07 22:02:24 +02:00
GhomandGitHub 6eb2d1674a Implementing materials checks for techweb designs. (#96257)
## About The Pull Request
In similar fashion to what was done with crafting recipes last year,
this year it's time for techweb designs and printed items to be audited.
This is mostly just about consistency, we've a lot of items that can be
printed by protolathes, autolathes, circuit printers and techfab etc.
However they almost all (except most stacks, mainly) have custom
materials that do not match in one way or another with the materials
used by the design, which is what this PR is for.

"But items printed from lathes etc. already get the mats used to make
them." Yes, they do, however that isn't the case for items of the same
type that were spawned in some other way (cargo shuttle, space/maints
loot, mapped, admins), this create a subtle discrepancy. It isn't a huge
deal (in spite of the size of this PR, ton of designs), but given that I
have done something similar with crafting recipes before, I may as well
give it a second arc of some sort and bring things to completion. And
fix a few possible oversights.

TL;DR consistency and stuff

## Why It's Good For The Game
Consistency, unit test checks to make it harder not to be consistent in
the future. Still has a few TODOs like:

- [x] Fixed newly printed, fully charged RCDs costing less than the RCD
cartridges required to fully charge one. EDIT: I had to tweak the newly
added RDD as well because it suffered from the same fundamental issue.
- [x] Fixed plates being made of iron and yet shattering like ceramic
ones. A new subtype for metallic ones has been made.

## Changelog

🆑
refactor: Refactored a few things with techweb designs (the ones for
autolathes, protolathes, circuit printers, mechfabs etc.) to make sure
that the materials of items that can be made from these designs more
closely match the materials used to make them.
fix: Lizard fries no longer need a plate to be made, like all other
treats that used to require plates in a distant past.
balance: Tweaked the materials cost of RCD, RDD and RCD cartridges.
image: Oven trays now have a more metallic hue.
balance: Plates printed printed from lathes won't shatter like ceramic
ones, in virtue of them being made out of iron instead.
/🆑
2026-07-06 00:13:02 -07:00
Roxy de4c3b255d Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 2026-06-23 15:51:55 -04:00
33824ac7c1 TTS 3.0: Blips Rework, Radio TTS, Unknown Languages are Blips now (#95369)
## About The Pull Request

Re-did blips to be significantly nicer sounding and way better. Alien
speech you don't understand now comes through as Blips. If you have TTS
entirely disabled, you won't hear blips. Blips also now include more
customization options, and a dedicated Blips preview button by clicking
the leaf icon.

<img width="1749" height="354" alt="ApplicationFrameHost_5nKJEvaNV1"
src="https://github.com/user-attachments/assets/ef6c6b61-7c22-4a87-94c9-be50e89c65bb"
/>


https://github.com/user-attachments/assets/8cab7e55-6370-4e4e-99ba-ea2475569453

Radio TTS has been implemented. By default, you will hear all TTS over
the radio, but will not hear yourself over the radio. You can configure
this in Game Settings.


https://github.com/user-attachments/assets/94a44d84-17a9-4e6e-ac5c-3b800b11c159

<img width="743" height="193" alt="chrome_MOIcXaC2gh"
src="https://github.com/user-attachments/assets/907379b7-0689-486c-b29c-9be0a2259b05"
/>

The new TTS stack is located at
https://github.com/Iamgoofball/tgtts-qwen3 and is AGPLv3 licensed. The
new blips design was inspired by
https://github.com/joshxviii/animalese-typing.

The configuration to disable TTS on whispering has been removed, as it
is no longer needed and also interferes with radio TTS functioning
properly.

The Tram now utilizes TTS, and has had a general audio tune-up.


https://github.com/user-attachments/assets/f532d002-939c-43a1-95d0-0f0c43048997

TTS audio is now 3D and in space, see attached.


https://github.com/user-attachments/assets/b00df49a-9d1d-4b27-a8a0-d103099f5c7e

## Why It's Good For The Game

Quality of life improvements to the TTS system, long overdue. Also, TGMC
can migrate to this new method of doing radio audio so they aren't
sending double the TTS requests anymore.

## Changelog

🆑
add: Added support for Radio TTS. You will now hear players over the
radio via the TTS system.
add: Configure this in Game Options under the Sound tab.
sound: Re-did blips to be significantly nicer sounding and way better. 
sound: Alien speech you don't understand now comes through as Blips. If
you have TTS entirely disabled, you won't hear blips.
sound: The Tram and Computers now utilize the TTS system. Configs have
been added to set a consistent voice.
sound: TTS audio now utilizes 3D audio; you can now walk away from
people saying stupid shit and it gets quieter.
sound: Blips also now include more customization options, and a
dedicated Blips preview button by clicking the leaf icon.
del: The configuration to disable TTS on whispering has been removed, as
it is no longer needed and also interferes with radio TTS functioning
properly.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2026-06-15 18:54:24 -04:00
+37 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
ArturlangandGitHub d67ca75e37 kills cargo imports (#5491)
## About The Pull Request
kills cargo imports with no mercy, moves it into goodies with
newly-added subcategories
also adds a persi only agent ID single pack per request
also also tarkon and persi can buy private packs via id money
## Why It's Good For The Game
ugly UI that doesn't work for other factions and needs hacks to work
with cargo ui is not great

## Proof Of Testing


<summary>Screenshots/Videos</summary>
<img width="1268" height="1124" alt="image"
src="https://github.com/user-attachments/assets/fd3d9a58-ea0b-4242-88d2-b6123a214c72"
/>

## Changelog

🆑
add: cargo imports moved into it's own category with a brand subcategory
system, and orderable without a private account (god why did i do this)
add: persistence only agent ID single pack
add: persistence and tarkon can now buy stuff via ids directly
add: captain access can always unlock departmental orders
fix: persistence and persistence cargo consoles sending cargo pods to
the station if cargo bay is selected
del: entire cargo company imports system
/🆑
2026-05-12 17:20:32 -07:00
Leland KembleandGitHub 1d8c7f1928 Fixes hardcoded pod storage safe security level lock & its initial icon setup (#95709)
## About The Pull Request

Pod wall storage tracks its own locked state and whatnot only to
hardblock based on security state, which is confusing especially to
those attempting to varedit.

Also, its initial icon is erroneously unlocked because it is updated by
the storage while the storage is being created, but as the storage is
still being created `atom_storage` hasn't been actually set yet.

## Why It's Good For The Game

Fixes it being locked when it shouldn't be(in varedits, but also in the
scenario someone launches the pod and later the security level is
lowered)

Fixes it appearing unlocked when it isn't.
2026-04-10 12:09:33 -05:00
ArcaneMusicandGitHub 8a6649c8a9 Adds a cargo shuttle upgrade for plastic flaps and air refills. (#95393)
## About The Pull Request

We've all been there before. You send the cargo shuttle, you return it
only to find the blast doors were wide open, and air is now venting out
into space, and with the airlock cycling you are now trapped in a
freezing death trap of your own unwitting design.

This is funny and I want us to keep doing this.

But in an effort to continue to offer interesting things for cargo to
buy in a given shift, this PR offers the ability for cargo to buy an
upgrade to the cargo shuttle itself, that being 2 ~~tiny fans~~ Plastic
Flaps that are installed into the shuttle, as denoted by landmarks
mapped into the cargo shuttle.

Upon being picked up, also includes a certificate of installation. to go
onto the shuttle. Honestly, this is mostly so that I can be lazy and not
just spawn an empty crate but Ideally I open this up for future
categories of "cargo upgrades" that just spawn onto the station.

The other feature here is in shuttles having their air refilled on the
way to/from the station, as part of their subscription to air ™️

It's currently offered for the fairly steep price of 8,000 credits.

## Why It's Good For The Game

This is admittedly a luxury purchase, but, for players who are doing
well enough on credits, either through stocks, bounties, shuttle loans,
cargo events, whatever, this is something that players may want to
purchase for peace of mind, while being entirely optional in-game. The
cargo shuttle can be finicky in many ways and can tend towards easy
mistakes causing lots of pressure-related injuries in a round.

Again, this is intentionally offered at a high price point to avoid this
being an automatic purchase early into the round, but also something
that feels like an earned luxury if you have it, allowing you to focus
on your loop of buying and selling items, hustling if you will, without
caring if Larry over there is going to vent the shuttle for the
umpteenth time.

Like other tiny fans, these are not deconstruct-able and intentionally
should be locked to the cargo shuttle in practice.
2026-03-26 17:37:48 -05:00
ArcaneMusicandGitHub 88ded221f5 You can no longer runtime selling ghosts (#95396) 2026-03-15 20:04:04 +01:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/__DEFINES/atom_hud.dm
#	code/__DEFINES/inventory.dm
#	code/__DEFINES/mobs.dm
#	code/__DEFINES/species_clothing_paths.dm
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#	code/controllers/subsystem/processing/quirks.dm
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#	code/datums/status_effects/debuffs/debuffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/slime/slime_leech.dm
#	code/datums/weather/weather.dm
#	code/game/data_huds.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/frog_statue.dm
#	code/game/objects/items/rcd/RLD.dm
#	code/game/objects/items/robot/items/hypo.dm
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#	code/game/objects/items/stacks/wrap.dm
#	code/game/objects/items/storage/garment.dm
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#	code/modules/jobs/job_types/security_officer.dm
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#	code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm
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#	code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm
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#	code/modules/reagents/chemistry/reagents/food_reagents.dm
#	code/modules/reagents/chemistry/reagents/other_reagents.dm
#	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
#	code/modules/research/xenobiology/crossbreeding/_clothing.dm
#	code/modules/research/xenobiology/crossbreeding/prismatic.dm
#	code/modules/surgery/advanced/brainwashing.dm
#	code/modules/surgery/advanced/lobotomy.dm
#	code/modules/surgery/amputation.dm
#	code/modules/surgery/blood_filter.dm
#	code/modules/surgery/bodyparts/_bodyparts.dm
#	code/modules/surgery/brain_surgery.dm
#	code/modules/surgery/cavity_implant.dm
#	code/modules/surgery/coronary_bypass.dm
#	code/modules/surgery/gastrectomy.dm
#	code/modules/surgery/healing.dm
#	code/modules/surgery/limb_augmentation.dm
#	code/modules/surgery/organ_manipulation.dm
#	code/modules/surgery/revival.dm
#	code/modules/surgery/sleeper_protocol.dm
#	code/modules/surgery/surgery_helpers.dm
#	code/modules/surgery/surgery_step.dm
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#	code/modules/unit_tests/designs.dm
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#	code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png
#	icons/map_icons/clothing/head/_head.dmi
#	icons/map_icons/clothing/shoes.dmi
#	icons/map_icons/items/_item.dmi
#	icons/mob/huds/hud.dmi
#	icons/mob/inhands/64x64_lefthand.dmi
#	icons/mob/inhands/64x64_righthand.dmi
#	icons/obj/machines/computer.dmi
#	tgui/packages/tgui/interfaces/OperatingComputer.jsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/types.ts
#	tgui/packages/tgui/interfaces/SurgeryInitiator.tsx
#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
SyncIt21andGitHub c27e434dcc Objects mounted in shuttle areas drop again & relocates some shuttle objects (#94611)
## About The Pull Request
- Fixes #94119

> This will require a different solution which someone smarter than me
has to figure out in the foreseeable future

Today me is now smarter than yesterday me. We basically just unmount
when the object is about to shuttle moved and remount after it has been
shuttle moved

This also map edits some objects that could not be mounted in shuttles
previously

## Changelog
🆑
fix: objects mounted in shuttle areas deconstruct when their support
structure is destroyed
fix: fixes runtime in arrivals shuttle when its request console is
destroyed
map: moved around some objects in shuttles so they can be mounted on its
walls again
/🆑
2026-01-07 00:17:44 -05:00
san7890andGitHub 2c3513e998 Admins Can Now Always Recall Shuttles (#94486) 2025-12-26 19:32:37 +11:00
nevimer 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
2025-12-15 18:12:29 -05:00
FalloutFalconandGitHub d25c6201f4 Standerdizing currency symbols Part 2 (#94259)
## About The Pull Request
Converts almost all non-constant, non-tgui usages of all variantions of
"credit" and "cr"

Everything seems in order, tested most the currencies.
<img width="905" height="119" alt="image"
src="https://github.com/user-attachments/assets/3fa005a7-a114-426c-9646-b81f68bc2dec"
/>
<img width="255" height="128" alt="image"
src="https://github.com/user-attachments/assets/14c83b54-4fd9-4bee-838f-5b1c03939d9a"
/>


## Why It's Good For The Game
Same justification as https://github.com/tgstation/tgstation/pull/94128
Just easier to mantain/adjust the grammer/names of our money
## Changelog
🆑
spellcheck: minor cleanup on some usecases of "credits"
/🆑
2025-12-13 21:00:19 -05:00
b4aaeced17 Makes Emergency Shuttle Early Authorization Look Better (#94448)
## About The Pull Request

also free code cleanup

<img width="513" height="153" alt="image"
src="https://github.com/user-attachments/assets/31357805-37d5-40a9-bb49-9bc5c852a661"
/>

## Why It's Good For The Game

better punctuation, actually has a title, better readability, yep this
is a banger
## Changelog
🆑
spellcheck: Nanotrasen has updated their Emergency Shuttle Authorization
messaging.
/🆑

---------

Co-authored-by: tonty <39193182+tontyGH@users.noreply.github.com>
2025-12-13 20:25:03 -05:00
JacquerelandGitHub 9fb7c20daa Cargo can buy more presents at Christmas time (#94251)
## About The Pull Request

Last Christmas we had and resolved this bug #88595 where via the
mechanic of buying random trash, Cargo could roll on the roulette to try
and get random Christmas presents and open them for random items.
This was removed because it's not supposed to work that way and was a
way of exploiting Christmas cheer for personal gain, which is grinchsome
behaviour.

That said, being able to order Christmas presents is also kind of
soulful, so this PR brings that mechanic back but on purpose this time.

During the Christmas season _only_, Cargo can spend 3000 credits of
their budget to order a "Surplus Christmas Gifts" crate which contains
4-6 presents _with pre-assigned recipients_.
In a similar system to addressed mail, only the person written on the
gift tag can open the present, so unless you're sufficiently scroogeous
to collect a huge pile of presents on the cargo room floor in hopes of
getting a couple with your name on (in my testing these contained raw
unbaked croissant dough, and a piece of paper from a space ruin) you
should mostly be using this to deliver generalised holiday cheer to the
crew rather than just yourself.



This PR also contains (maybe as more lines than the actual feature) a
refactor changing a bunch of boolean vars on `/datum/supply_pack` into
bitflags, because I needed to add one more and it seemed silly to have
so many booleans.

## Why It's Good For The Game

It allows those with the yuletide spirit to deliver some christmas cheer
to their fellow man, isn't that the season's reason?

## Changelog

🆑
add: When the game considers it to be Christmas, Cargo can order
additional Christmas gifts pre-addressed to random crew members.
/🆑
2025-12-12 02:10:31 +11:00
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
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
SyncIt21andGitHub 81427cd5cf Unit tests, refactor & realignment for map loaded wall mounts (#93662)
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom

Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed

It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible

Improved wallmount code overall
- Fixes #93793


## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
2025-11-18 22:37:12 -07:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
749643cddb Reworks cargo market elasticity (#93235)
## About The Pull Request
What it says on the tin. Cargo now has new math for market elasticity,
each parameter and what it does is explained below

**1. Refactor**
1. **k_elasticity**: This is the elasticity as before applied on all
exports except now this is a floating-point value that swings from
`0->1` instead of 10e-10 like is the current case. This in laymen terms
is the percentile of an items actual cost that is sold on cargo [0 means
you get no credits, 0.5 means you get 50% of the items cost, 1 means you
get 100% of the items cost]. Whenever an item is sold on cargo this
value decreases by an amount that is determined by the next variable

2. **k_hit_percentile(default 5%)**: This is the value by which an
export `k_elasticity` decreases whenever an export is successful for
every unit of an item sold. The real formulae by which the exports
elasticity decreases is dependent on the total amount sold and is as
follows
<pre>k_elasticity -= amount sold (1 for most cases except stacks) *
k_hit_percentile</pre>
So subsequent exports yield lesser profits cause the elasticity
decreases. Now the rate at which the elasticity recovers is as follows

3. **k_recovery_time(default 10 minutes)**: This is the time (minimum
unit should be seconds) it takes for the elasticity to rebound back to
100% after it has reached full 0 but recovery process starts immediately
if it decreases at any point. So if elasticity becomes say 50% it means
it would take 5 minutes to reach 100% again

**2. Some Balance changes**
1. Profits earned from exporting gas is linear per mole sold so the more
gas you put in the more profits you get HOWEVER the max number of
credits you can make per canister is 15000 cr
2. Selling fish yields higher prices because it's no longer subject to
the old elasticity formula
3. Selling 50 sheets of anything will decrease future sale price by 10%
and will take 8 minutes to rebound back to 100% if it reaches 0

**3. Improvements:**
- `SSProcessing` subsystem no longer processes more than 180+ export
datums from round start itself but now starts out empty. It instead
processes only those exports whose elasticity has been impacted and
later cancels it after elasticity has reached 100% so performance of
this subsystem has been drastically improved
- export datums now respect `abstract_type` meaning they won't be
created and can be used as a skeleton body for subtypes. So datums like
`datum/material` & `datum/material/market` are not created anymore but
only their subtypes are so we save processing power & memory
 - Shaved of a lot of dead exports that went unused

## Changelog
🆑
balance: cargo exports now have different prices with applied elasticity
code: Improved performance of export code
qol: stock blocks can be recycled for materials & show up as stock
blocks in order console sold items
refactor: refactored cargo export code in whole. Report bugs on GitHub
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-10-18 04:36:09 -04:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
dieandGitHub 0204ab8fdd Canreach refactor (#93165)
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147

full credit to @Kapu1178 for the juice

instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
2025-10-07 20:28:59 +02:00
xPokee b308ee9d78 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-24 10:13:01 -04:00
Y0SH1M4S73RandGitHub 912daabe18 Assorted custom shuttle fixes (#93001)
## About The Pull Request

This PR makes the following changes to code relevant to shuttle
construction.
- (Un)welding shuttle engines now only checks if the tool has 1 fuel,
which is how much is already used in the process.
- Constructed shuttle engines that were built from anchored machine
frames start in the wrenched but unwelded state.
- Fixes a runtime that occurs when expanding shuttles.
- Fixes the incorrect logic in the shuttle blueprint UI responsible for
#92986.
- Makes several changes to the wording of several functions of the
shuttle blueprint UI in the hopes of better conveying what each button
does.

## Why It's Good For The Game

Fixes #92986, as well as some other issues I may not have found in my
brief search.

## Changelog

🆑
fix: You no longer need 40 welding fuel to start welding or unwelding
shuttle engines, despite only consuming 1.
fix: Shuttle engines constructed from anchored machine frames start in
the wrenched-but-unwelded state.
fix: Expanding custom shuttles from shuttle frames is once again
possible without href exploitation.
fix: Shuttle expansion now correctly checks for other shuttle docking
ports the expanded shuttle's footprint would encroach upon.
qol: Tries to make some of the buttons in the custom shuttle UI more
indicative of what they actually do.
/🆑
2025-09-20 01:59:48 +02:00
nevimer b348b617a3 Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts:
#	README.md
#	code/__DEFINES/admin.dm
#	code/__DEFINES/melee.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/economy.dm
#	code/datums/components/crafting/crafting.dm
#	code/datums/elements/crusher_loot.dm
#	code/modules/antagonists/pirate/pirate_shuttle_equipment.dm
#	code/modules/clothing/suits/_suits.dm
#	code/modules/escape_menu/leave_body.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/mining/equipment/mineral_scanner.dm
#	code/modules/mob/living/living.dm
#	code/modules/plumbing/plumbers/pill_press.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-09-07 00:37:52 -04:00
67d27ffe91 Accounting Glowup: Advances, Pay raises and cuts, and more (#92419)
## About The Pull Request

Fixes #92188

1. The Accounting console now has a new UI

<img width="757" height="486" alt="image"
src="https://github.com/user-attachments/assets/0c6ce73f-ae1c-4a54-b6ba-bcc3b3232d13"
/>

2. The Accounting console can now dish out advances on paychecks, giving
you for full paycheck early. You can give up to 3 advances. This of
course means your next paycheck is not paid out when relevant.

3. The Accounting console can now change paycheck sizes of crewmembers -
up to 1.5x and down to 0.5x.

## Why It's Good For The Game

- Gives the HoP some more duties, now being able to dish out money on
request, reward good behavior, or punish bad behavior.

## Changelog

🆑 Melbert
add: Accounting Console: New UI!
add: Accounting Console: Now can give advances to crewmembers
add: Accounting Console: Can now give pay raises or pay cuts
add: Accounting Console: Now only printable in the security lathe
add: Accounting Console: A spare board is now now found in secure tech
storage.
fix: Fix vending machines adding payments to audit log twice.
fix: Non-crewmembers are no longer shown in the accounting console
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-09-02 18:57:20 -07:00
tonyhawqandnevimer d1afe39c0c Fixes an issue where called shuttles would say "1 minutes" instead of "1 minute" (#92539)
## About The Pull Request
<img width="397" height="190" alt="image"
src="https://github.com/user-attachments/assets/41e915bc-6d8c-4180-83f1-12380c76554c"
/>

<img width="220" height="112" alt="image"
src="https://github.com/user-attachments/assets/ef3aa542-e6e3-4983-8917-66009d4f843e"
/>

## Why It's Good For The Game
It. is good 👍 

## Changelog

🆑
spellcheck: shuttles will now say "arriving in 1 minute" instead of "1
minutes"
/🆑
2025-08-19 22:40:45 -04:00
Thunder12345andnevimer 20118ad747 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
# Conflicts:
#	code/modules/clothing/head/hat.dm
#	code/modules/clothing/shoes/boots.dm
#	code/modules/clothing/suits/utility.dm
2025-08-19 22:38:55 -04:00
tonyhawqandGitHub 48fc67f7bb Fixes an issue where called shuttles would say "1 minutes" instead of "1 minute" (#92539)
## About The Pull Request
<img width="397" height="190" alt="image"
src="https://github.com/user-attachments/assets/41e915bc-6d8c-4180-83f1-12380c76554c"
/>

<img width="220" height="112" alt="image"
src="https://github.com/user-attachments/assets/ef3aa542-e6e3-4983-8917-66009d4f843e"
/>

## Why It's Good For The Game
It. is good 👍 

## Changelog

🆑
spellcheck: shuttles will now say "arriving in 1 minute" instead of "1
minutes"
/🆑
2025-08-15 04:22:08 +02:00
Thunder12345andGitHub 260960d6f4 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
2025-08-12 18:30:25 -04:00
ArcaneMusicandRoxy 318efd7ccc Adds an argument to cargo logging to differentiate between Materials/Mining/Bitrunning/etc. and Regular Crates. (#92366)
## About The Pull Request

This adds a `data` argument to the record_feedback used in the cargo
shuttle's `buy()` proc, so that when we parse the data on superset, we
have an additional field to filter by to better represent how some of
these personal orders are being compared against each other.

## Why It's Good For The Game

Namely, I've been trying to get my data together again to start writing
some design docs and get to fixing some issues again, and something's
been bothering me about how the superset data was being collected on
cargo crate purchases, so I've added an extra field to be able to better
sort between the collected data and better represent the different
methods of personal orders available via cargo, so we can make better
decisions about the collected data.


## Changelog

No player facing changes.
2025-08-04 20:53:37 -04:00
ArcaneMusicandGitHub acf84dc9fe Adds an argument to cargo logging to differentiate between Materials/Mining/Bitrunning/etc. and Regular Crates. (#92366)
## About The Pull Request

This adds a `data` argument to the record_feedback used in the cargo
shuttle's `buy()` proc, so that when we parse the data on superset, we
have an additional field to filter by to better represent how some of
these personal orders are being compared against each other.

## Why It's Good For The Game

Namely, I've been trying to get my data together again to start writing
some design docs and get to fixing some issues again, and something's
been bothering me about how the superset data was being collected on
cargo crate purchases, so I've added an extra field to be able to better
sort between the collected data and better represent the different
methods of personal orders available via cargo, so we can make better
decisions about the collected data.


## Changelog

No player facing changes.
2025-07-31 20:54:03 -04:00
SyncIt21andRoxy 5b26bd9b9f GMM correctly adjusts ordered materials with proper feedback (#92009)
## About The Pull Request
- Fixes #82910

Cargo now adjusts the material market quantity & prices when the shuttle
is called from the order console itself instead of adjusting it after
the shuttle arrives 1 minute later. This has 2 implications
- If the market crashes 1 minute after calling the shuttle i.e when it
arrives, the ordered quantities are not affected because it retrieved
those sheets from the market at the time of calling the shuttle from the
order console
- If some orders could not be satisfied because there were not enough
materials at the time of calling the shuttle then instead of arriving
with an empty crate a detailed summary is displayed explaining which
orders could not be delivered & why, even cancelling the order if needed

**a) Order adjusted**
![Screenshot
(489)](https://github.com/user-attachments/assets/39aa8746-8848-4415-a23d-c0a7cbd433db)

**b) Order adjusted & cancelled**
![Screenshot
(491)](https://github.com/user-attachments/assets/7a800f55-47d9-4d22-b871-c67858c8329a)

**c) Order fully cancelled**
![Screenshot
(492)](https://github.com/user-attachments/assets/e3231156-aaa8-44f5-b50a-2a8bd34d9064)


## Changelog
🆑
fix: ordering materials from the GMM won't result in empty crates & will
display detailed feedback if there weren't enough sheets in the market
/🆑
2025-07-11 18:07:42 -04:00
SyncIt21andRoxy 4a47c90c18 Flatpacker & machine frame enhancements (#91752)
## About The Pull Request

**1. Makes the machine creation process from both efficient.**
The machine frame no longer creates & deletes the machines old component
parts before moving in the new parts. It instead now passes its parts
directly to the circuit boards `apply_default_parts()` meaning the old
parts are never created and the new ones get applied directly. This also
mean it does not have to again call `RefreshParts()` as the machines
`Initialize()` proc will do that for us by default so the performance is
just faster now.
Flatpack box also benefits from this and it will need it as stated below

- Fixes #86514. As the circuit board is passed to the machine's
`Initialize()` proc during reconstruction so it sets it's
`all_products_free` from the board both during mapload & when player
constructed from either machine frame & flatpack

**2. Flatpack enhancements** 
- The flatpack box now passes its stored circuit board into the machine
meaning any changes made like with a screw driver or such are preserved
in the newly created machine rather than the board getting deleted & the
machine creating the default board
- Flatpacker now accept custom component parts that replaces its stored
circuit board default parts. This implements

https://github.com/tgstation/tgstation/pull/91670#issuecomment-2977259973
meaning instead of the vendor created from the flatpacker starting out
empty it now accepts the refill canister and will package both of them
together. Then during deployment that stored canister is stored back in
the vendor meaning instead of starting out empty you get to carry over
all your previous stock

Depends on https://github.com/tgstation/tgstation/pull/91512 because of
named arg conflict. Keep this drafted till that gets merged

## Changelog
🆑
qol: flatpacker now accepts custom component parts(like vendor refill
canister) along with the circuit board so you can carry over your
previous stock during deployment rather than starting out empty
fix: flatpack boxes now passes its stored circuit board into the machine
thus preserving its properties instead of creating a default board in
the machine
fix: vending machines reconstructed on station from circuits loaded off
station(having free products) will continue to sell free products
code: machine construction via flatpacker/machine frame is faster
performance wise
/🆑
2025-07-11 18:04:56 -04:00
theOOZandRoxy 98bb7a9d72 Item which lets you remote control (some) shuttles (#91663)
## About The Pull Request

Adds a remote which can be printed with sufficient research, or
auto-linked by mapping the remote ontop of a nav console. Once linked it
can send off or call the shuttle towards a home and away destination.
These destinations can be changed with alt+rmb.

## Why It's Good For The Game

Let people send and call their shuttle without being at the nav
computer. Really useful for antags that arrive on a shuttle, so their
shuttle can be safe in deepspace while they fuck about onstation.
(Should pirates have this?)


![hsu5dytbs7561](https://github.com/user-attachments/assets/a0b968c5-a567-4891-b1d4-9029ad0a41d8)

## Changelog
🆑 theOOZ, kittysmooch
add: Adds the shuttle remote item unlocked with shuttle engineering
research, it lets you remote control the whiteship or custom shuttles.
/🆑
2025-07-11 17:49:23 -04:00
SyncIt21andGitHub 177dc73236 GMM correctly adjusts ordered materials with proper feedback (#92009)
## About The Pull Request
- Fixes #82910

Cargo now adjusts the material market quantity & prices when the shuttle
is called from the order console itself instead of adjusting it after
the shuttle arrives 1 minute later. This has 2 implications
- If the market crashes 1 minute after calling the shuttle i.e when it
arrives, the ordered quantities are not affected because it retrieved
those sheets from the market at the time of calling the shuttle from the
order console
- If some orders could not be satisfied because there were not enough
materials at the time of calling the shuttle then instead of arriving
with an empty crate a detailed summary is displayed explaining which
orders could not be delivered & why, even cancelling the order if needed

**a) Order adjusted**
![Screenshot
(489)](https://github.com/user-attachments/assets/39aa8746-8848-4415-a23d-c0a7cbd433db)

**b) Order adjusted & cancelled**
![Screenshot
(491)](https://github.com/user-attachments/assets/7a800f55-47d9-4d22-b871-c67858c8329a)

**c) Order fully cancelled**
![Screenshot
(492)](https://github.com/user-attachments/assets/e3231156-aaa8-44f5-b50a-2a8bd34d9064)


## Changelog
🆑
fix: ordering materials from the GMM won't result in empty crates & will
display detailed feedback if there weren't enough sheets in the market
/🆑
2025-07-11 15:00:35 -04:00
SyncIt21andGitHub 2d41569c65 Flatpacker & machine frame enhancements (#91752)
## About The Pull Request

**1. Makes the machine creation process from both efficient.**
The machine frame no longer creates & deletes the machines old component
parts before moving in the new parts. It instead now passes its parts
directly to the circuit boards `apply_default_parts()` meaning the old
parts are never created and the new ones get applied directly. This also
mean it does not have to again call `RefreshParts()` as the machines
`Initialize()` proc will do that for us by default so the performance is
just faster now.
Flatpack box also benefits from this and it will need it as stated below

- Fixes #86514. As the circuit board is passed to the machine's
`Initialize()` proc during reconstruction so it sets it's
`all_products_free` from the board both during mapload & when player
constructed from either machine frame & flatpack

**2. Flatpack enhancements** 
- The flatpack box now passes its stored circuit board into the machine
meaning any changes made like with a screw driver or such are preserved
in the newly created machine rather than the board getting deleted & the
machine creating the default board
- Flatpacker now accept custom component parts that replaces its stored
circuit board default parts. This implements

https://github.com/tgstation/tgstation/pull/91670#issuecomment-2977259973
meaning instead of the vendor created from the flatpacker starting out
empty it now accepts the refill canister and will package both of them
together. Then during deployment that stored canister is stored back in
the vendor meaning instead of starting out empty you get to carry over
all your previous stock

Depends on https://github.com/tgstation/tgstation/pull/91512 because of
named arg conflict. Keep this drafted till that gets merged

## Changelog
🆑
qol: flatpacker now accepts custom component parts(like vendor refill
canister) along with the circuit board so you can carry over your
previous stock during deployment rather than starting out empty
fix: flatpack boxes now passes its stored circuit board into the machine
thus preserving its properties instead of creating a default board in
the machine
fix: vending machines reconstructed on station from circuits loaded off
station(having free products) will continue to sell free products
code: machine construction via flatpacker/machine frame is faster
performance wise
/🆑
2025-07-11 08:58:11 +02:00
theOOZandGitHub 2a5768ef10 Item which lets you remote control (some) shuttles (#91663)
## About The Pull Request

Adds a remote which can be printed with sufficient research, or
auto-linked by mapping the remote ontop of a nav console. Once linked it
can send off or call the shuttle towards a home and away destination.
These destinations can be changed with alt+rmb.

## Why It's Good For The Game

Let people send and call their shuttle without being at the nav
computer. Really useful for antags that arrive on a shuttle, so their
shuttle can be safe in deepspace while they fuck about onstation.
(Should pirates have this?)


![hsu5dytbs7561](https://github.com/user-attachments/assets/a0b968c5-a567-4891-b1d4-9029ad0a41d8)

## Changelog
🆑 theOOZ, kittysmooch
add: Adds the shuttle remote item unlocked with shuttle engineering
research, it lets you remote control the whiteship or custom shuttles.
/🆑
2025-07-07 04:01:57 +10:00
MrMelbertandRoxy 3652732fd2 Doubles time between mail shipments and blocks mail on red / delta alert (the amount of mail is not changing don't worry) (#91869)
## About The Pull Request

1. Mail is now shipped every 2 SSeconomy ticks, rather than every
SSeconomy ticks. The amount of mail per round will not change.

2. Mail is not shipped during Red or Delta alert. Mail will still
continue to pile up for if the station returns to blue alert.

## Why It's Good For The Game

1. The time between cargo shipments is like five minutes. This means you
get mail practically every cargo shipment, if only a few pieces. I think
it's a bit spammy, so doubling time between shipments means you actually
get substantial shipments of mail and you don't have to pay attention to
mail constantly.

2. In the event of an emergency and the cargo shuttle has to fly back
and forth for emergency supplies (like guns for a blob), being blocked
because of mail is annoying. It's also reasonable from an in character
perspective that they would hold your mail until the emergency is
resolved.

## Changelog

🆑 Melbert
qol: Mail is now shipped every 10 minutes rather than every 5 minutes.
The amount of mail remains unchanged (so you get 1 crate with 6 mail
instead of 2 crates with 3 mail each).
qol: Mail is no longer shipped while the station is on red alert - mail
held will be sent if the station returns to blue alert.
/🆑

(cherry picked from commit 0675ddf6cb)
2025-06-28 20:38:35 -04:00
MrMelbertandGitHub 0675ddf6cb Doubles time between mail shipments and blocks mail on red / delta alert (the amount of mail is not changing don't worry) (#91869)
## About The Pull Request

1. Mail is now shipped every 2 SSeconomy ticks, rather than every
SSeconomy ticks. The amount of mail per round will not change.

2. Mail is not shipped during Red or Delta alert. Mail will still
continue to pile up for if the station returns to blue alert.

## Why It's Good For The Game

1. The time between cargo shipments is like five minutes. This means you
get mail practically every cargo shipment, if only a few pieces. I think
it's a bit spammy, so doubling time between shipments means you actually
get substantial shipments of mail and you don't have to pay attention to
mail constantly.

2. In the event of an emergency and the cargo shuttle has to fly back
and forth for emergency supplies (like guns for a blob), being blocked
because of mail is annoying. It's also reasonable from an in character
perspective that they would hold your mail until the emergency is
resolved.

## Changelog

🆑 Melbert
qol: Mail is now shipped every 10 minutes rather than every 5 minutes.
The amount of mail remains unchanged (so you get 1 crate with 6 mail
instead of 2 crates with 3 mail each).
qol: Mail is no longer shipped while the station is on red alert - mail
held will be sent if the station returns to blue alert.
/🆑
2025-06-28 16:28:27 -06:00
SmArtKarandRoxy 98c3757e60 Makes vendors created from flatpacks start empty to prevent duping (#91670)
## About The Pull Request

Flatpacks pass an arg into ``on_construction`` which makes vendors wipe
their inventory to prevent duping by repeatedly flatpacking a vendor to
refill its inventory.
Closes #91615

## Changelog
🆑
fix: Flatpacked vendors start empty to prevent duping
/🆑
2025-06-21 22:36:03 -04:00
MrMelbertandRoxy c979f8388b Fix shuttle blueprint runtime spam (#91718)
## About The Pull Request

`shuttle_expand_check` asserts it must be passed a shuttle, but it
doesn't pass it a shuttle.
2025-06-21 22:36:01 -04:00
SmArtKarandGitHub 57456921a4 Makes vendors created from flatpacks start empty to prevent duping (#91670)
## About The Pull Request

Flatpacks pass an arg into ``on_construction`` which makes vendors wipe
their inventory to prevent duping by repeatedly flatpacking a vendor to
refill its inventory.
Closes #91615

## Changelog
🆑
fix: Flatpacked vendors start empty to prevent duping
/🆑
2025-06-20 20:15:41 +00:00
MrMelbertandGitHub 326dec95ad Fix shuttle blueprint runtime spam (#91718)
## About The Pull Request

`shuttle_expand_check` asserts it must be passed a shuttle, but it
doesn't pass it a shuttle.
2025-06-20 17:59:27 +02:00
Y0SH1M4S73RandRoxy 213abc109c Removes redundant vars from custom shuttle consoles + spawned custom shuttle consoles can be disassembled (#91399)
## About The Pull Request

Removes some redundant var definitions from the custom shuttle flight
console.
Also defines the circuit var for custom shuttle flight consoles,
allowing maploaded/adminspawned instances of them to be disassembled.

## Why It's Good For The Game

Cutting down on redundant definitions is generally a good thing.
Also makes maploaded/adminspawned shuttle consoles work like the
constructed ones.

## Changelog

Redundant definition removal isn't a player-facing change.

🆑
fix: If you find a custom shuttle flight control console that was
created by an admin or loaded as part of the map, you can dismantle it
with a screwdriver.
/🆑
2025-06-05 19:47:39 -04:00
Y0SH1M4S73RandGitHub 3382e1b5f1 Removes redundant vars from custom shuttle consoles + spawned custom shuttle consoles can be disassembled (#91399)
## About The Pull Request

Removes some redundant var definitions from the custom shuttle flight
console.
Also defines the circuit var for custom shuttle flight consoles,
allowing maploaded/adminspawned instances of them to be disassembled.

## Why It's Good For The Game

Cutting down on redundant definitions is generally a good thing.
Also makes maploaded/adminspawned shuttle consoles work like the
constructed ones.

## Changelog

Redundant definition removal isn't a player-facing change.

🆑
fix: If you find a custom shuttle flight control console that was
created by an admin or loaded as part of the map, you can dismantle it
with a screwdriver.
/🆑
2025-06-01 00:45:37 +00:00