Commit Graph
51 Commits
Author SHA1 Message Date
+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
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
#	code/__DEFINES/subsystems.dm
#	code/__DEFINES/surgery.dm
#	code/__HELPERS/global_lists.dm
#	code/_globalvars/lists/maintenance_loot.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/minor_mapping.dm
#	code/controllers/subsystem/processing/quirks.dm
#	code/controllers/subsystem/shuttle.dm
#	code/datums/components/palette.dm
#	code/datums/components/surgery_initiator.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/hud.dm
#	code/datums/mood.dm
#	code/datums/mutations/chameleon.dm
#	code/datums/quirks/negative_quirks/nyctophobia.dm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/slime/slime_leech.dm
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#	code/game/objects/items/devices/scanners/health_analyzer.dm
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#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
MrMelbertandGitHub b804e1df79 Revamps security bounties (#94545)
## About The Pull Request

<img width="565" height="201" alt="image"
src="https://github.com/user-attachments/assets/f747992c-82d7-4cd2-9d5c-b94b7de37cdd"
/>

<img width="618" height="108" alt="image"
src="https://github.com/user-attachments/assets/8d5c4e25-87ea-4e53-b9e6-e95e26b3e69f"
/>

- N-spect scanners can no longer print reports

- Clown N-spect scanners have been removed as printing reports was their
primary function

- Security no longer get bounties to loot the brig's equipment. The
contraband bounty is still available.

- Patrol bounties have been reworked. 
- A patrol bounty will give you an area and a number of steps that you
must take in an area.
- To complete the bounty, you must walk to the area and take that many
steps. It's that simple.
   - Your ID card will update you as you progress the bounty. 
- You are rewarded more for larger areas, and less for teeny tiny areas.
- Walking back and forth the same two tiles will not count towards
progress.
- When done, all you need to do is go back to the civ console and press
"send". You don't need to add any items to the pad.
- All security officers can get general patrol bounties (service + maint
+ hallways). Departmental officers can get patrol bounties for their
department.
- And yes, it tracks if your *id card* moves. This means you can strap
your ID card to a drone and it'll count. Get creative if you're lazy.

- ID trims how handle bounty generation. This changes very little,
besides allowing certain trims for certain jobs to add specific
bounties.

- There's now setters for bounties and bank accounts. 

- Fix Bountious Bounty trait by having a `get_reward`

## Why It's Good For The Game

Sec bounties to loot a bunch of miscellaneous things from the brig is...
odd. All it does is deprive your team of equipment should you need it.

On the other hand, patrol bounties are really flavorful, but a bit
cumbersome thanks to needing a hand scanner. By integrating the process
of patrolling *into* the officer's ID card, it means you can just grab a
bounty and go about your business.

The idea is that this'll streamline the process of patrolling a bit and
make it more natural and fun (well, as fun as "walking around" can be.
Which is fun to me...)

## Changelog

🆑 Melbert
del: N-spect scanners can no longer print reports. All it does now is
scan for contraband.
del: Clown N-spect scanners have been removed.
del: Security no longer get bounties to loot the brig's equipment.
Though the contraband bounty is still available.
add: Security's patrol bounties have been reworked. Now, they just
require you to walk around an area for a bit. No scanning necessary.
refactor: Adds setters for bounties and bank accounts. Report any
situations where your bank account is not set correctly.
refactor: ID trims now handle bounty generation. Report any situations
where you get a weird pool of bounties.
fix: Bountious Bounties station trait works again
/🆑
2026-01-11 14:20:11 -05:00
53ed83bb9d Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-12-28 19:57:42 +01:00
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
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#	code/modules/jobs/job_types/_job.dm
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#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -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
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
necromanceranneandGitHub 62190069d0 Bow revisit; they hit harder, there are more sprites, there is a new bow made of bone. Really live that ranger fantasy. (#92809)
## About The Pull Request

### Bows deal more damage.

Increases the baseline damage of the shortbow to 25, and the divine bow
to 30.

The divine bow also launches arrows at a higher velocity than normal
bows.

### Flaming arrows have sprites now, and deal burning damage. Oh, and
actually do reasonable damage.


![demonstration_flaming](https://github.com/user-attachments/assets/918893c9-8d09-46ab-a8f9-9ef76ca5e044)

I'm not at all skilled at animation but at least it has an actual,
visible sprite now.

I completely overlooked the fact this did 20 damage when I changed bows
to use damage multipliers. Oops.

### Ashen Bow and Ashen Arrows

Made from sinew, bone and for the bow specifically, leather. The bow is
largely identical to a shortbow, but the arrow has mining bane. If you
feel like hunting megafauna with a bow, this is your means of doing so.

<img width="384" height="128" alt="demonstration_ashen"
src="https://github.com/user-attachments/assets/1c4f493c-f694-4b09-a406-c63140628d56"
/>

Assets partially taken from
https://github.com/Skyrat-SS13/Skyrat-tg/pull/5266

Which in of itself took assets from
https://github.com/BeeStation/BeeStation-Hornet/pull/1802

The functionality is entirely new. I also did some sprite edits.

### Arrow quivers are made from wood.

Iunno, this was really weird to me. Cardboard seems like a poor quiver
material.

### Other Stuff

Shortbows and ashen bows have the ability to be renamed.

## Why It's Good For The Game

Bows are fun, but kind of middling. They're a lot slower to fire than
the vast majority of ranged weapons, and don't really have enough oomph
in their own right to intimidate people being shot by them.

This is even true of the divine bow, which is the chaplain's version.
Because of how slowly it fires and how little damage it does, the
chances of actually killing someone who poses any real threat to you
with it is pretty laughable. This is not true of the nullrod that you
sacrificed to get this weapon. 30 damage is within the ballpark of
chaplain weapons and their potential damage in some contexts. A slow to
attack weapon probably should have a more impactful hit when considering
your alternative options.

The ashen bow is mostly because I really want to go fauna hunting with
entirely bone-based weaponry. Does this mean some ashwalkers might be
putting arrows into you from afar? Yes. Does this sound fun? Yes. Is
this especially strong? Not really. Miners out damage these bows by a
significant margin, and their armor is usually good enough where they're
not at risk from arrows sticking into them or hurting them very much.
This is also a degree more effort to make than other weapons because of
the leather requirement and the need to kill several fauna for the
materials. The outcomes should be more fun than the costs.

## Changelog
🆑
balance: Shortbows and divine bows do more damage. The divine bow also
launches arrows at a higher velocity than normal bows.
image: Flaming arrows now have proper sprites.
balance: Flaming arrows now deal BURN damage. And also deal an
appropriate amount of damage for an arrow.
add: Ashen bows and arrows, made from sinew and bone. And leather for
the bow.
add: Ashen arrows deal significantly more damage to mining mobs.
balance: Arrow quivers are made from wood rather than cardboard.
qol: Shortbows and ashen bows have the ability to be renamed.
/🆑
2025-09-14 14:00:23 -04:00
xPokee 939f2fc9ac Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync 2025-09-10 14:12:16 -04:00
John WillardandGitHub f8186a7db3 Adds a furnace that grants space protection to nearby people (#92342)
## About The Pull Request

##### Code bounty for holinka4ever

Adds a furnace equippable to the back slot, which when active (it is a
lamp), will form a bubble of space protection, affecting the user and
people nearby, and will last 5 minutes before it dissipates and needs to
be re-formed. This item requires a pyroclastic anomaly core to activate,
while the bubble itself can only be formed in pressurized environments.
It's researchable in the Anomaly technology node.

The downsides of the item is it requires 2 hands to hold, can't be
inserted into storage items (as it's bulky), can only be equipped to the
bag slot, and has slowdown while on, which only affects you when you're
in gravity anyways.

## Why It's Good For The Game

The pyro anomaly is currently one of the more useless anomaly cores, not
even getting a unique reactive armour variation. This hopefully gives it
some purpose as a good tool to keep people alive in a spaced area at a
good cost to the user. This is an item that shouldn't be overpowered,
but also isn't just a selfish tool- when someone's crafting this item
it's specifically aiming to help people, which I think is a benefit.

## Changelog

🆑 JohnFulpWillard, sprites by PopLop
add: Added a new pyroclastic anomaly locked item, the Space Furnace.
Grants space immunity to people nearby while active.
/🆑
2025-09-07 21:04:47 -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
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
SyncIt21andRoxy db73bb2579 Motorized wheelchairs can be upgraded again (#91823)
## About The Pull Request
- Fixes #91822

## Changelog
🆑
fix: motorized wheelchairs can be upgraded again
/🆑
2025-07-04 16:41:48 -04:00
SyncIt21andGitHub 3c73d5b557 Motorized wheelchairs can be upgraded again (#91823)
## About The Pull Request
- Fixes #91822

## Changelog
🆑
fix: motorized wheelchairs can be upgraded again
/🆑
2025-07-01 14:30:56 +01:00
plsleavemealonandRoxy b8b5ef2aca Morbid surgery toolset (#91668)
## About The Pull Request

A morbid surgery toolset for coroners! Functions exactly like an
ordinary surgical toolset except it uses morbid tools instead of normal
tools! All stats are the same between them otherwise! So to clarify,
this means that these tools all have the CRUEL_IMPLEMENT tag, as they
inherit it from their parent tool. Making them faster for morbid
surgeries when used by someone with the morbid trait (ala coroner).

Also includes a way to craft the toolset:
Requires 1 surgical arm implant
and the following tools: wirecutter, screwdriver, and welder
**NOTE:** Cannot use an emagged surgical toolset.

Takes 10 seconds to craft!

Also made a second craft which allows you to change it back to normal
toolset too. Functions identically to the first but obviously requires a
morbid toolset to do so.

The morbid toolset does not have an emagged variant at this time.

## Why It's Good For The Game

More fun thematic tools for players to enjoy, and for coroners that
prefer to use toolsets now they don't have to give up their thematic
tools for them.

## Changelog

🆑
add: Adds a brand new morbid themed surgical toolset, along with a way
to craft it from a normal surgical toolset! These tools, much like their
non-augmented counterparts are faster at certain surgeries when used by
someone that is morbidly inclined.
/🆑


![image](https://github.com/user-attachments/assets/ae7b7d99-63db-415c-a4ff-3f5fbd00a60e)

![image](https://github.com/user-attachments/assets/78c5b1a9-7e08-4581-b893-7fb2a0af212f)
2025-06-21 22:21:50 -04:00
plsleavemealonandGitHub 20acca9c68 Morbid surgery toolset (#91668)
## About The Pull Request

A morbid surgery toolset for coroners! Functions exactly like an
ordinary surgical toolset except it uses morbid tools instead of normal
tools! All stats are the same between them otherwise! So to clarify,
this means that these tools all have the CRUEL_IMPLEMENT tag, as they
inherit it from their parent tool. Making them faster for morbid
surgeries when used by someone with the morbid trait (ala coroner).

Also includes a way to craft the toolset:
Requires 1 surgical arm implant
and the following tools: wirecutter, screwdriver, and welder
**NOTE:** Cannot use an emagged surgical toolset.

Takes 10 seconds to craft!

Also made a second craft which allows you to change it back to normal
toolset too. Functions identically to the first but obviously requires a
morbid toolset to do so.

The morbid toolset does not have an emagged variant at this time.

## Why It's Good For The Game

More fun thematic tools for players to enjoy, and for coroners that
prefer to use toolsets now they don't have to give up their thematic
tools for them.

## Changelog

🆑
add: Adds a brand new morbid themed surgical toolset, along with a way
to craft it from a normal surgical toolset! These tools, much like their
non-augmented counterparts are faster at certain surgeries when used by
someone that is morbidly inclined.
/🆑


![image](https://github.com/user-attachments/assets/ae7b7d99-63db-415c-a4ff-3f5fbd00a60e)

![image](https://github.com/user-attachments/assets/78c5b1a9-7e08-4581-b893-7fb2a0af212f)
2025-06-17 11:52:24 +10:00
GhomandRoxy 1f3894e793 Crafting refactor, implementing materials (#89465)
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

Improving the backbone of the crafting system. Also materials and food
code.

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-05 20:05:13 -04:00
GhomandGitHub 4f6727024d Crafting refactor, implementing materials (#89465)
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.

## Changelog

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-01 16:37:43 -07:00
MrMelbertandShadow-Quill 86eee7d521 Burning paper (and similar) is now two way (you can hold a paper to your cigarette to burn it) (#90307)
## About The Pull Request

1. Burning paper (and similar) is now two way - rather than
necessitating you touch the paper with the burning thing, you can now
touch the burning thing with the paper

2. You can now light a cigarette on a lit candle

3. Candles no longer craft into flashlight eyes

## Why It's Good For The Game

1. Burning money with a cigarette larp 

2. Cool Frenchman larp

3. ??? I noticed you can't light a candle with a candle because it tried
to craft flashlight eyes.

## Changelog

🆑 Melbert
qol: Burning paper (and similar) is now two way. Rather than needing to
click on the paper with a burning item, you can now click on a burning
item with the paper. This means you can burn paper on your lit cigarette
like a badass.
qol: You can now light cigarettes on candles. 
del: Flares and candles can no longer craft into flashlight eyes, I
guess.
/🆑
2025-04-29 17:08:46 -06:00
MrMelbertandGitHub 283084786b Burning paper (and similar) is now two way (you can hold a paper to your cigarette to burn it) (#90307)
## About The Pull Request

1. Burning paper (and similar) is now two way - rather than
necessitating you touch the paper with the burning thing, you can now
touch the burning thing with the paper

2. You can now light a cigarette on a lit candle

3. Candles no longer craft into flashlight eyes

## Why It's Good For The Game

1. Burning money with a cigarette larp 

2. Cool Frenchman larp

3. ??? I noticed you can't light a candle with a candle because it tried
to craft flashlight eyes.

## Changelog

🆑 Melbert
qol: Burning paper (and similar) is now two way. Rather than needing to
click on the paper with a burning item, you can now click on a burning
item with the paper. This means you can burn paper on your lit cigarette
like a badass.
qol: You can now light cigarettes on candles. 
del: Flares and candles can no longer craft into flashlight eyes, I
guess.
/🆑
2025-04-02 22:16:34 +01:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
GhomandGitHub 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
SmArtKarandGitHub ad111f4950 Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request

This PR significantly enhances how zero-g movement works. Its no longer
locked to one of 8 directions, everything now has inertia and is
affected by weight. This means that throwing a piece of wire will no
longer completely reverse your movement direction, and that being thrown
out of mass driver no longer will slow you down to a halt at some point.

This leads to following gameplay changes:
* Guns now accelerate you. Ballistics have higher acceleration than
lasers, and higher calibers have higher acceleration than smaller ones.
This means that firing full-auto weapons in zero-g will make you drift
and accelerate significantly. While this can be a hilarious way to
travel in space, it makes using them trickier.
* Impacting a wall or an object while moving at high speeds will cause
you to violently crash into it as if you were thrown. Careful when
exploring!
* Jetpacks now have inertia. Changes introduced in #84712 have been
mostly reverted, although speed buff has been reduced to 0.3 instead of
0.5 (although this is compensated by new movement mechanics, so overall
speed should be roughly equal). All MODsuit jetpacks now possess the
speed boost. Advanced MODsuit jets (which has also been added back) and
captain's jetpack instead have higher acceleration and stabilization
power, providing much more precise control over your movement.
* Firing guns while moving on a jetpack will partially negate your
pack's acceleration, slowing you down. Non-advanced jetpacks'
stabilization is not enough to compensate for heavy caliber weaponry as
sniper rifles, shotguns or rocket launchers.
* You no longer instantly decelerate upon sliding along a wall. Instead,
it may take a few tiles if you are moving at extreme speeds. Passing
over lattices still allows you to grab onto them!

As space movement is angle-based instead of dir-based now, its much more
smooth than before due to using new movement logic.

Example of jetpack stabilization in action:

https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41

And, of course, you can do this now.

![jetpack_500](https://github.com/tgstation/tgstation/assets/44720187/37b11cd8-2bd1-4640-ae0c-5e0cc505bf52)

**This pull request requires extensive gameplay testing before
merging**, as a large amount of numbers have been picked arbitrarily in
an attempt to keep consistency with previous behavior (guns and
normal-sized items applying 1 drift force, which is equal to what
everything applied before this PR). Jetpacks and impacts may also
require adjustments as to not be frustrating to use.

Closes #85165

## Why It's Good For The Game

Zero-G refactor - currently our zero-g movement is rather ugly and can
be uncomfortable to work with. A piece of cable being able to accelerate
you the same as a duffelbag full of items when thrown makes no sense,
and so does instantly changing directions. Inertia-based version is
smoother and more intuitive. This also makes being thrown into space
more of a hazard (possibly opening the door for explosive
decompressions?)
Jetpack inertia and gun changes - this is mostly a consequence of
inertia-based movement. However, zero-g combat being preferred during
modes like warops was an issue due to it negatively affecting everyone
without jetpacks which are in limited supply onboard. This reverts the
mobility changes which severely impacted space exploration, while making
zero-g combat more dangerous and having it require more skill to be a
viable option.

## What's left

- [x] Refactor moth wings to use jetpack code
- [x] Refactor functional wings to use jetpack code
- [x] Locate and fix a recursion runtime that sometimes occurs upon
splattering against a wall
- [x] Add craftable tethers and modify engineering MOD tethers to use
the same system

## Changelog
🆑
add: You can now craft tether anchors, which can be secured with a
wrench and attached to with right click. They won't let you drift into
space and you can adjust tether length/cut it via lmb/rmb/ctrl click on
the wire.
add: MOD tethers now remotely place and connect to tether anchors
instead of throwing you at where they landed.
balance: MOD tethers can now be used in gravity
balance: Jetpacks are now inertia-based. 
balance: Guns can accelerate you significantly in zero-g.
balance: All jetpacks now give you equal speed buff, however advanced
MOD ion jets and captain's jetpack have higher acceleration/deceleration
values.
refactor: Refactored zero-g movement to be inertia-based and utilize
angles instead of directions.
/🆑
2024-09-26 02:49:54 -07:00
b9964f60ad [MIRROR] Fixed improvised shield crafting recipe being overriden by moonflowers (#29378)
* Fixed improvised shield crafting recipe being overriden by moonflowers (#85794)

## About The Pull Request
Copypasted code prevented improvised shields from being crafting due to
moonflower shields having the same path. Found by ncarlarc on discord

## Changelog
🆑
fix: Fixed improvised shield crafting recipe being overriden by
moonflowers
/🆑

* Fixed improvised shield crafting recipe being overriden by moonflowers

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-08-17 05:43:34 +07:00
SmArtKarandGitHub 8075feb238 Fixed improvised shield crafting recipe being overriden by moonflowers (#85794)
## About The Pull Request
Copypasted code prevented improvised shields from being crafting due to
moonflower shields having the same path. Found by ncarlarc on discord

## Changelog
🆑
fix: Fixed improvised shield crafting recipe being overriden by
moonflowers
/🆑
2024-08-15 19:44:36 +02:00
09655d5618 Fixes Screenshot test with bloodbrother (#29255)
* Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death

* fix screenie

* fix

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2024-08-11 19:57:56 +05:30
f9bcf57625 [MIRROR] Melon Armours, Mock up wizardry, and other cool botany stuff, Gnomes and Gardens style. (#29042)
* Melon Armours, Mock up wizardry, and other cool botany stuff, Gnomes and Gardens style.

* Update weapon_ammo.dm

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-08-04 21:02:46 +05:30
224b8362c7 [MIRROR] Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death (#28683)
* Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death

* Conflict Removal

* Update bow_arrows.dm

* Update bow_arrows.dm

* tthis also update the actual bow & arrow code

* Update arrow.dm

* [MIRROR] Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death [MDB IGNORE] (#3595)

* Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death

* modularize bone dice(???)

* gives the cargo crate arrows

* conflict

* icon updates

rotates our bows the same way, adds invisible pixels for easier loading
to our primitive bows, removes bow/arrow icons that are clones of
upstream's

also a hack for arrow overlays on bows- currently just defaults to
default arrows if an overlay doesn't exist for it, but our only arrows
aren't that distinct with default arrows at that size (we do not have
alternative arrow overlay sprites)

* recipe changes

im not gonna try explaining everything here but the general idea is that
the cargo fletching kit is sorta novelty bows, and the big boy stuff you
get from smithing

* update ammo hud for bows

* this shouldn't be here

* i forgot to save these

cleans up the recipes, ashwalker arrows are just made by combining by
hand (you could already do this, the recipes were a noobtrap)
and the cargo kit is cheaper

* un-nerf the chaplain bow

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>

* Update crafting.dm

* Update bow.dm

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
2024-08-04 13:01:52 +05:30
6323ee68d9 Melon Armours, Mock up wizardry, and other cool botany stuff, Gnomes and Gardens style. (#85128)
## About The Pull Request

Hello, coder of carrot swords here!

Contains;
Melon armours and helmets for all melon subtypes. (with fire-resistant
counterparts specifficaly if you make the stuff from fire-resistant
melons). Helmets can be worn by Ian!
Inhands, slices, and mushes for all melon subtypes. 
Bamboo staff + abillity to wear bamboo hat in reverse to look much
cooler.
Parsnip shiv and sabre.
Moonflower buckler.
Chantarelle wizard hat.
Durathread robe with options to be crafted into different wizard type
themed ones by combining with rare plants; chili's and a nova flower
make Pyromancer Robes, destroying angels and deathweeds make
necromancer's ones, and so on.
Cahn'root, a new plant, which brews into root beer, and has couple more
uses.
Cahn'root shiv and dagger.
Two new arrow variants; a sticky one, and a poisoned one.


![rootthing](https://github.com/user-attachments/assets/e2167d4f-cb13-49d2-a179-5504066f2832)

![image](https://github.com/user-attachments/assets/4eea8257-997c-4af4-80bc-ed0e721620d2)


## Why It's Good For The Game


![thumbup](https://github.com/user-attachments/assets/c02f3e65-3cf4-4b5b-8d8e-74002c17a952)

Ever since carrot swords got merged in, I saw several people requesting
melon armours, so I had to get to it eventually. Inhands, and slices for
melons came about alongside it, in sudden burst of aspergers I couldn't
let such inconsistancies slide. Everything else mostly came about
because I got hanged up on idea of giving botany a 'build' which could
represent each of the classess from DnD. They make for a nice set
together, and are mostly harmless.

## Changelog

🆑
add: All the melons are now sliceable, and have inhands, instead of just
watermelon and holymelon respectively.
add: You can now hollow out melons of all kinds with a spoon to make
helmets or chestplates, based on the potency! If you are unlucky, you
can tie up three helmets into a chestplate with durathread using the
crafting menu.
add: You can now make a bo staff out of bamboo and steelcap logs.
add: You can now make a moonflower buckler out of moonflowers and
steelcap logs.
add: You can also hollow out chantarelle to make mock-up wizard hat.
add: Parsnips, as mutation of carrots, become equaly able to be
sharpaned, turning into shivs, or with potency and luck, sabres.
add: You can now craft a durathread robe, and customize it into
different variants using specific plants in crafting menu.
add: Carrots gain a new possible mutation; cahn'root, brewable into root
beer and sharpanable into shivs or daggers!
add: Rice hat, made from bamboo, now has an alternative style, allowing
you to wear it in reverse and be much cooler.
add: Two new arrow variants appear in the crafting menu; sticky and
poisonous ones! If you want to make arrows at all though, remember to
order bow-maker's crate at cargo.
/🆑

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com>
2024-07-25 05:55:11 -07:00
necromanceranneandGitHub e4adc1a939 Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death (#84435)
## About The Pull Request

Adds a new crate to the Service section of cargo. The Fletching and
Bow-Making Starter Kit. Comes with some materials and a fletching
instruction manual.

The manual teaches you how to make shortbows (18 force from normal
arrows utilizing projectile multipliers), arrows, holy arrows (but you
need a divine bow to make them), quivers (but they only hold 10 arrows),
plastic arrows and violins. For reasons.


![image](https://github.com/tgstation/tgstation/assets/40847847/576732f2-03b4-47b7-9bad-d85ff06480f0)


### Fixes

Bows now no longer utilize hardcoded sprites for their loaded sprite.
Now they use overlays.

Bows properly become undrawn once fired. No longer can your bow
magically launch arrows by sheer force of will.

## Why It's Good For The Game

Initially I just wanted to provide a way for bow wielding chaplains to
produce additional arrows for their bow. Running out of those always
felt pretty lame. But then I got to thinking; actually, I kind of want
to LARP sometimes as an archer. I think that'd be kind of goofy and fun.
So I bundled that together into a solution for both.

The shortbow is really, really not meant to be a meaningful weapon. It's
just kind of silly, and meant to let people pretend to be Robin Hood and
occasionally hurt someone in a workplace accident. I'm particularly
thinking of clowns being the perfect users for this with their clumsy
trait. I will make this weaker if I have too.

(I am not, at this moment, redoing flaming arrows okay? I saw the code
comment. I know. Not right now. @tralezab, if you have any flaming arrow
sprites lying around, please let me know.)

## Changelog
🆑
add: Fletching starter kit! Make your own bow, shoot your friends in an
unfortunate workplace accident. Replace all those holy arrows you lost.
fix: Bows now properly undraw once they have fired an arrow.
code: Bows now utilize overlays in order to display loaded arrows.
Unique overlays per arrow.
/🆑
2024-07-07 17:57:32 +02:00
65f0e6bd76 [MIRROR] Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#28376)
* Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore]

* Multi chargers

* all this other shit

* maps

* more fixes

* even more

* mapping

* map fixes

* MCR

* map2

* map3

* map4

* map5

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
2024-07-01 23:44:49 +05:30
0db2a23faf Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.

The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.

This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.

Thanks to Meyhazah for the megacell icon sprites.

## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.

The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.

This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.

## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-06-25 00:32:19 +00:00
e93a5b8edc [MIRROR] Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#28087)
* Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310)

## About The Pull Request

So this PR comes in two basic parts: the new ammo types and the minor
balance changes. I'll go over each separately.

**--- NEW AMMO TYPES ---**

![image](https://github.com/tgstation/tgstation/assets/69398298/c031cf87-7bde-4a67-b5fc-109bedcece88)

-- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has
middling damage and no dismemberment chance, but pierces through armor
and enemies like they weren't even there.

-- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic
damage, and has excellent wounding and embed chances, but lacking in
armor penetration. Also gives 1 second of blurry vision if it hits you!

-- Paper balls: Crafted from a sheet of paper. Mostly just a throwing
joke item, and 99% nonlethal like donksoft. Can be fired from a
crossbow, but also could be used if you wanted to have a snowball fight
on metastation.

-- Healium Crystal Bolts! Crafted (using menu) from the healium grenade
item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for
three seconds, limiting its use in actual combat.

-- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly
overpowered! Admin only!

-- A makeshift quiver, made from cutting a o2 tank in half, to store all
the ammo in.

**MINOR BALANCE CHANGES**

-- For some reason I thought the 357, which the traitor crossbow is a
direct competitor to, did 40 damage when making the first version of the
PR, instead of the reality of it doing 60. It's been buffed to 55
damage. (The basic engi one still does 35.)

-- I've been informed that generally, the stressed rebar crossbow isn't
ever used, as the misfire chance isnt worth the extra shot. As such, I
felt it was thematic to say that the stressing procedure involves
messing with the draw system in the fluff, and the stressed one now
takes half as long to rack.

**OTHER CRAP**

-- The rods now drop themselves if you shoot them at a wall. Hopefully.
-- Fixed the the non-bare wound chance on the traitor crossbow not being
increased from the base version.
-- Has a nice electronic discharge noise on firing.

## Why It's Good For The Game

I'm very happy with the reception of the rebar crossbow, and felt that
given it was an engi weapon at heart, giving it some engi-related
ammunition would fit it very well (and also have a good reason for
making zaukerite besides selling it.) The paper balls were more just so
the crew could able to shoot their buddies with it and not maim them.

As for the balance, I feel the tot crossbow being department restricted
is already a strong factor in it being infrequently seen, and if someone
is lucky enough to roll traitor in a job slot, it's a shame if their
job's items aren't worth it. The stressed variant is a similar case, and
I hope it's enough of a buff to encourage its use.

## Changelog
🆑 WebcomicArtist
add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen
(High AP and piercing, but low embed) crossbow ammo for the rebar
crossbows
add: Added healium crystal ammo for the crossbow as well, which heals
whomever you shoot it at.
add: Added admin-only supermatter crossbow bolts that dust you, because
why the hell not.
add: Added non-harmful paper balls. Can be shot from a crossbow, or
thrown at co-workers.
add: Added a quiver made from cutting an o2 tank in half, to hold it
all.
image: added sprites for all the above.
balance: Traitor Engineer Crossbow ammo now does 55 damage instead of
45, to make it compete with revolver.
balance: Stressed Rebar Crossbow now has a shorter delay required to
rack it, but can shoot you in the face on misfire.
fix: fixed rebar crossbow shots not dropping items on hitting walls
fix: fixed traitor crossbow having worse wound chance than the base one
sound: added new crossbow firing sound effect

/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>

* Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes)

---------

Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
2024-06-09 11:58:48 +05:30
ed4ba0d227 Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310)
## About The Pull Request

So this PR comes in two basic parts: the new ammo types and the minor
balance changes. I'll go over each separately.

**--- NEW AMMO TYPES ---** 


![image](https://github.com/tgstation/tgstation/assets/69398298/c031cf87-7bde-4a67-b5fc-109bedcece88)

-- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has
middling damage and no dismemberment chance, but pierces through armor
and enemies like they weren't even there.

-- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic
damage, and has excellent wounding and embed chances, but lacking in
armor penetration. Also gives 1 second of blurry vision if it hits you!

-- Paper balls: Crafted from a sheet of paper. Mostly just a throwing
joke item, and 99% nonlethal like donksoft. Can be fired from a
crossbow, but also could be used if you wanted to have a snowball fight
on metastation.

-- Healium Crystal Bolts! Crafted (using menu) from the healium grenade
item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for
three seconds, limiting its use in actual combat.

-- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly
overpowered! Admin only!

-- A makeshift quiver, made from cutting a o2 tank in half, to store all
the ammo in.

**MINOR BALANCE CHANGES**

-- For some reason I thought the 357, which the traitor crossbow is a
direct competitor to, did 40 damage when making the first version of the
PR, instead of the reality of it doing 60. It's been buffed to 55
damage. (The basic engi one still does 35.)

-- I've been informed that generally, the stressed rebar crossbow isn't
ever used, as the misfire chance isnt worth the extra shot. As such, I
felt it was thematic to say that the stressing procedure involves
messing with the draw system in the fluff, and the stressed one now
takes half as long to rack.

**OTHER CRAP**

-- The rods now drop themselves if you shoot them at a wall. Hopefully.
-- Fixed the the non-bare wound chance on the traitor crossbow not being
increased from the base version.
-- Has a nice electronic discharge noise on firing.

## Why It's Good For The Game

I'm very happy with the reception of the rebar crossbow, and felt that
given it was an engi weapon at heart, giving it some engi-related
ammunition would fit it very well (and also have a good reason for
making zaukerite besides selling it.) The paper balls were more just so
the crew could able to shoot their buddies with it and not maim them.

As for the balance, I feel the tot crossbow being department restricted
is already a strong factor in it being infrequently seen, and if someone
is lucky enough to roll traitor in a job slot, it's a shame if their
job's items aren't worth it. The stressed variant is a similar case, and
I hope it's enough of a buff to encourage its use.

## Changelog
🆑 WebcomicArtist
add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen
(High AP and piercing, but low embed) crossbow ammo for the rebar
crossbows
add: Added healium crystal ammo for the crossbow as well, which heals
whomever you shoot it at.
add: Added admin-only supermatter crossbow bolts that dust you, because
why the hell not.
add: Added non-harmful paper balls. Can be shot from a crossbow, or
thrown at co-workers.
add: Added a quiver made from cutting an o2 tank in half, to hold it
all.
image: added sprites for all the above.
balance: Traitor Engineer Crossbow ammo now does 55 damage instead of
45, to make it compete with revolver.
balance: Stressed Rebar Crossbow now has a shorter delay required to
rack it, but can shoot you in the face on misfire.
fix: fixed rebar crossbow shots not dropping items on hitting walls
fix: fixed traitor crossbow having worse wound chance than the base one
sound: added new crossbow firing sound effect

/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-06-09 02:06:26 +00:00
e178821ac4 [MIRROR] General maintenance for grilling related stuff. (#26835)
* General maintenance for grilling related stuff.

* Update grill.dm

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2024-03-12 00:01:24 -04:00
SyncIt21andGitHub 086a879d61 General maintenance for grilling related stuff. (#81647)
## About The Pull Request

Deals with `/obj/machinery/grill` & its related components & elements.

**1. Qol**
- Adds examines & screen tips for toolacts, adding fuel & food items on
the grill, Converts some chats into balloon alerts
  - Grills can be safely deconstructed with a crowbar when not anchored
- Food items can be grilled & re-grilled any number of times so you can
achieve that perfect crispiness. Its also realistic because there is
nothing physically stopping you from putting that item back on the grill
- Monkey fuel & any other reagent(see examines) can be added into the
grill from any open container & not just from glass bottles
- Grills can now be constructed in the crafting menu. Cargo pack cost
for purchasing grill has been halved

**2. Fixes**
- Grills now won't burn foods into a mouldy mess (if that item did that
that on the girdle). You can safely grill any item without worrying
about losing it. This also means grills no longer cook an item like a
girdle does, for e.g. the grill now won't both cook a meat slab into a
steak & grill it at the same time. You need the girdle for that.
This is only realistic because unlike a girdle which exposes the food to
direct heat the grill only exposes it to light heat & smoke so it does
not have that energy to cook/burn that item. Also this creates
immersion, you now need the girddle to cook the item & the grill to
smoke it so you know more gameplay

- The amount of time an item has been grilled for is now stored on that
food item & not as a locale variable in the grill. This means if you
remove & replace that item on the grill or move that item from 1 grill
to another it will correctly remember how long that item has been
grilled for so you don't have to re-grill that item on a different
machine for the same length of time
  
- Imposes a maximum limit on the amount of fuel you can put into an
grill (roughly 50 coal stacks). Unlimited space for fuel is not
realistic
 
**3. Code Improvements**
- Moved all non combat interactions to `item_interaction()` to end the
attack chain early before we even reach `attackby()`
- Removed trait `TRAIT_FOOD_GRILLED` no longer needed as we can re-grill
items as many times needed
 - Converts some constant values into `SECONDS` for accuracy
 - Autodoc for vars & procs

**4. Refactor**
- Grills now process manualy upon placing food or fuel into it & not
round start
   

## Changelog
🆑
qol: adds examines & screentips for grill (the machine for grilling
food), converts some chats to balloon alerts
qol: foods that can be re-grilled any number of times 
qol: grill (the machine for grilling food) can now be made in the
crafting menu. Cargo pack cost for purchasing grill has now been halved.
qol: monkey fuel & other reagents(see examines) can be added from any
container & not just from glass bottles to the grill (the machine for
grilling food)
fix: grills (the machine for grilling food) now don't burn foods into a
mouldy mess unlike the girdle
fix: correctly computes grill times of items that were previously
grilled
fix: grills now have an upper fixed fuel limit
code: autodoc procs & vars for the grill (the machine for grilling food)
refactor: grills (the machine for grilling food) has been refactored.
report bugs on github, also they only start processing after putting
food/fuel into them.
/🆑
2024-03-11 02:57:23 +00:00
68d12ca569 [MIRROR] New Shields and Sprites for them (#26713)
* New Shields and Sprites for them (#81615)

## About The Pull Request
Updates shield sprites to new more polished and 3/4 perspective ones.

<details>

![shielding
show](https://github.com/tgstation/tgstation/assets/42353186/823d1d24-6fdd-40c9-84b4-2b9b61d70813)

</details>

Adds 2 new shield types:
- **Improvised Shield.** Made out of 10 iron sheets and 2 sticky tape
pieces. Weaker then buckler shield and breaks after 2 gunshots or 4
baton hits, but has a 50% (BASE FOR ALL OTHER SHIELDS) blocking chance
instead of 30% that buckler has. Bulky
- **Ballistic Shield.** Printed at Security Techfab for a lot of
titanium after getting weapon research. Strong against projectiles, but
weaker than riot shield against melee. Bulky

Both of these shields break, and both of them are their own subtype. As
such you can still only craft strobe shield with a riot shield.
## Why It's Good For The Game

The sprites of shields were very ancient and extremely flat, this gives
them a more refreshed look.

Ballistic Shield is added because Riot Shield was weakened against
projectiles, Ballistic Shield gives the crew a way to get access to
protection against projectiles at some point in the round.
Improvised Shield adds a second improvised shield in the game (after
Buckler Shield). It's balanced by being weaker than Buckler, but higher
block chance, this adds an interesting choice for players on which
shield to craft.
## Changelog
🆑
add: Adds 2 new shields to the game! Ballistic Shield - researched by
Science, and Improvised Shield - made out of iron and sticky tape
image: Riot, Strobe, Telescopic, Energy shields got new less flat
sprites!
/🆑

* New Shields and Sprites for them

* This should do the trick

* uh oh

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-03-01 21:31:56 +01:00
DrTuxedoandGitHub 159561437b New Shields and Sprites for them (#81615)
## About The Pull Request
Updates shield sprites to new more polished and 3/4 perspective ones.

<details>

![shielding
show](https://github.com/tgstation/tgstation/assets/42353186/823d1d24-6fdd-40c9-84b4-2b9b61d70813)

</details>

Adds 2 new shield types:
- **Improvised Shield.** Made out of 10 iron sheets and 2 sticky tape
pieces. Weaker then buckler shield and breaks after 2 gunshots or 4
baton hits, but has a 50% (BASE FOR ALL OTHER SHIELDS) blocking chance
instead of 30% that buckler has. Bulky
- **Ballistic Shield.** Printed at Security Techfab for a lot of
titanium after getting weapon research. Strong against projectiles, but
weaker than riot shield against melee. Bulky

Both of these shields break, and both of them are their own subtype. As
such you can still only craft strobe shield with a riot shield.
## Why It's Good For The Game

The sprites of shields were very ancient and extremely flat, this gives
them a more refreshed look.

Ballistic Shield is added because Riot Shield was weakened against
projectiles, Ballistic Shield gives the crew a way to get access to
protection against projectiles at some point in the round.
Improvised Shield adds a second improvised shield in the game (after
Buckler Shield). It's balanced by being weaker than Buckler, but higher
block chance, this adds an interesting choice for players on which
shield to craft.
## Changelog
🆑
add: Adds 2 new shields to the game! Ballistic Shield - researched by
Science, and Improvised Shield - made out of iron and sticky tape
image: Riot, Strobe, Telescopic, Energy shields got new less flat
sprites!
/🆑
2024-03-01 14:25:13 +01:00
4701a177b7 [MIRROR] Motorized Wheelchair improvements [MDB IGNORE] (#25655)
* Motorized Wheelchair improvements (#80045)

## About The Pull Request

This PR improves motorized wheelchairs in the following ways:
- On initialize, motorized wheelchairs will have the most basic possible
stock parts inserted. This resolves a bug where motorized wheelchairs
spawned by admins or other means (mail, mapping) were completely
worthless, as they had no stock parts in them and you could not insert
better ones. When crafted, these basic parts are deleted and replaced
with the correct ones.
- Power cells are now part of the motorized wheelchair recipe, instead
of being inserted after.
- When deconstructed or destroyed, motorized wheelchairs now drop their
power cell on the floor with everything else instead of deleting it from
existence.
- Miscellaneous old code has been tidied up, removing one-letter var
names, pointless code duplication, and the like.
## Why It's Good For The Game

I've been talking to Dalm about this, and wheelchairs are in dire need
of some improvements. Tidying up the mess that is the motorized
wheelchair seemed like a good place to start.

Firstly, it's good for motorized wheelchairs to function as expected
when not specifically crafted by hand. This is helpful to admins,
mappers, and anyone else who might have reason to make one of these
appear. It's also good that all the parts in the wheelchair drop on the
ground when destroyed, as there's no particular reason power cells
should be lost.

As for power cells being included in the recipe - it's not obvious at a
glance that you _need_ to insert a power cell after crafting, until you
try to drive your new wheelchair around. This extra step of annoyance is
now avoided by making it required to stick one in when you build the
thing.
## Changelog
🆑
fix: Motorized wheelchairs will no longer spawn in a bugged state where
they have no parts and can't be upgraded.
fix: Motorized wheelchairs will drop their power cell when destroyed or
deconstructed.
qol: Power cells are now inserted into motorized wheelchairs as part of
the crafting recipe, instead of as an extra step afterwards.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com>

* Motorized Wheelchair improvements

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com>
2023-12-16 08:31:45 -05:00
edd0b68a54 Motorized Wheelchair improvements (#80045)
## About The Pull Request

This PR improves motorized wheelchairs in the following ways:
- On initialize, motorized wheelchairs will have the most basic possible
stock parts inserted. This resolves a bug where motorized wheelchairs
spawned by admins or other means (mail, mapping) were completely
worthless, as they had no stock parts in them and you could not insert
better ones. When crafted, these basic parts are deleted and replaced
with the correct ones.
- Power cells are now part of the motorized wheelchair recipe, instead
of being inserted after.
- When deconstructed or destroyed, motorized wheelchairs now drop their
power cell on the floor with everything else instead of deleting it from
existence.
- Miscellaneous old code has been tidied up, removing one-letter var
names, pointless code duplication, and the like.
## Why It's Good For The Game

I've been talking to Dalm about this, and wheelchairs are in dire need
of some improvements. Tidying up the mess that is the motorized
wheelchair seemed like a good place to start.

Firstly, it's good for motorized wheelchairs to function as expected
when not specifically crafted by hand. This is helpful to admins,
mappers, and anyone else who might have reason to make one of these
appear. It's also good that all the parts in the wheelchair drop on the
ground when destroyed, as there's no particular reason power cells
should be lost.

As for power cells being included in the recipe - it's not obvious at a
glance that you _need_ to insert a power cell after crafting, until you
try to drive your new wheelchair around. This extra step of annoyance is
now avoided by making it required to stick one in when you build the
thing.
## Changelog
🆑
fix: Motorized wheelchairs will no longer spawn in a bugged state where
they have no parts and can't be upgraded.
fix: Motorized wheelchairs will drop their power cell when destroyed or
deconstructed.
qol: Power cells are now inserted into motorized wheelchairs as part of
the crafting recipe, instead of as an extra step afterwards.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-12-16 14:02:48 +01:00
fae04f1fb6 [MIRROR] Crate, Closet Refactors & Access Secured Stuff [MDB IGNORE] (#21024)
* Crate, Closet Refactors & Access Secured Stuff

* CI

* e

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:32:41 +01:00
5e9d2379bf [MIRROR] Stock Part Resprite [MDB IGNORE] (#21014)
* Stock Part Resprite

* wew

* alright

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:10:18 +01:00
2068ea9ab5 Crate, Closet Refactors & Access Secured Stuff (#74754)
## About The Pull Request
This PR is actually 2 parts, one that fixes runtimes with crates & the
other that allows secured closets to be crafted
along with a secured suit storage unit

**Crate Fixes**

Fixes #74708

The problem starts here

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L31-L34
Not only does this if condition look ugly but it's highly error prone
because one single call to `update_appearance()` can cause this to fail,
and sure enough if you look at the parent `Initialize()` proc it calls
just that

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/closets.dm#L81-L88
Since we know the appearance is guaranteed to be changed in some way
before the if condition gets executed let's check what the final state
of the crate would be before this if check

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L54-L56
We see that the final icon state depends on the variable `opened` so if
we want to place/spawn a crate that is opened at round start we have to
ensure that `opened = TRUE` so the `if(icon_state ==
"[initial(icon_state)]open")` succeeds and does its job correctly.
Sadly we did dum shit like this
```
/obj/structure/closet/crate{
	icon_state = "crateopen"
}
```
throughout the entire code base, we thought backwards and were only
concerned in making the closet look open rather than setting its correct
variables to actually say that it is opened. because none of these
crates actually set `opened = TRUE` the final icon state becomes just
"crate" NOT "crateopen" therefore the if condition fails and we add the
component

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L36-L37
with the wrong parameters, so when closing the closet after_close()
removes the component with the wrong arguments

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L81-L84
that is does not unregister the signals and readds the component i.e.
re-registers the signals causing runtime.

The solution just do this
```
/obj/structure/closet/crate/open[mapping helper]
```
To clearly state that you want the closet to be open, that way you don't
have to memorize the icon_state for each different type of crate, it's
consistent across all crates & you don't get runtimes.

And that's exactly what i did everywhere

Another issue that is fixed is "Houdini crates" i.e. crates which are
open & appear empty but when you close & reopen them magical loot
appears, Go ahead walk upto to cargo and find any empty crate that is
open and do this

Fixes #69779


https://user-images.githubusercontent.com/110812394/232234489-0193acde-22c8-4c19-af89-e897f3c23d53.mp4

You will be surprised, This is seriously harmful to players because they
can just walk by a crate that appears to be open & empty only to realize
later that it had some awesome loot. Just mean

The reason this happens is because of the Late Initialization inside
closets

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/closets.dm#L85-L86

What late initialization does is suck up all stuff on its turf

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/closets.dm#L97-L100

In theory this is supposed to work perfectly, if the closet is closed
move everything on the turf into the closet and so when the player opens
it, they all pop back out.
But what happens if the closet is opened before ` LateInitialize()` is
called? This breaking behaviour is caused by object spawners

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/effects/spawners/random/structure.dm#L94-L100
And maint crates

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L141-L143
These 2 spawners open up the crate based on random probability before `
LateInitialize()` is called on the crate and so what happens is the
crate is first opened and then stuff on the turf is sucked in causing an
open but empty crate to appear.

The solution is simple just check again in ` LateInitialize()` if our
crate is still closed before we proceed.That's fixed now too

**Code Refactors**
1. Introduced 2 new signals COMSIG_CLOSET_PRE/POST CLOSE which are the
counter parts for the open signals. hook into them if you ever need to
do stuff before & after closing the closet while return BLOCK_CLOSE for
COMSIG_CLOSET_PRE_CLOSE if you want to block closing the closet for some
reason
2. 2 new procs `before_open()` & `before_close()` which are the counter
parts for `after_open()` & `after_close()`. If you need to write checks
and do actions before opening the closet or before closing the closet
override these procs & not the `open()` & `close()` procs directly

**Secured Craftables** 
This is just a reopened version of #74115 after i accidently merged
another branch without resolving the conflicts first so i'll just
repaste everything here, since crates & closets are related might as
well do all in one

1. **Access secured closets**
   
   - **What about them?**
          **1. Existing System**
If you wanted to create a access secured closet with the existing system
its an 4 step process
            - First construct a normal closet
            - Weld it shut so you can install the airlock electronics
            - Install the electronics [4 seconds]
            - Unweld
This is a 4 step process which takes time & requires a welding tool
         **2. New system**
Combine the 4 steps into 1 by crafting the secure closet directly
                    
![Screenshot
(184)](https://user-images.githubusercontent.com/110812394/235904926-c2ea231c-eba7-45d0-a5af-e0456fdd40bc.png)

    - **Bonus Features**
              **1. Card reader**
The card reader acts as an interface between the airlock electronics &
the player. Usually if you want to change access on a locker you have to
                  - Weld the closet shut
                  - Screw driver out the electronics
                  - Change the settings
                  - Install it back
                  - Unweld
With a card reader there is no need of a welder & screwdriver. You can
change the access of the locker while its operational

        **How do i install the card reader?**
             1. Weld the closet shut
             3. Insert card reader with hand
4. To remove the card reader use crowbar or just deconstruct the whole
closet with a welding tool
             5. Unweld closet

         **How to change its access?**
This will overwrite the settings on your airlock electronics. To do this
1. make sure the closet is first unlocked. This is important so that no
random person who doesn't have access to the closet can change its
access while its locked. It would be like giving the privilege of
changing your current password without first confirming if you know the
old password
2. attack/swipe the closet with your PDA. Make sure your ID card is
inside the PDA for this to work. You can also just use your ID card
directly without a PDA
         3. You will get 3 options to decide the new access levels
           
![Screenshot
(174)](https://user-images.githubusercontent.com/110812394/233454364-d99a2fb6-9f26-4db3-9fac-a10689955484.png)


        They work as follows
- **Personal**: As the name implies only you can access this locker and
no one else. Make sure to have your ID on you at all times cause if you
loose it then no one can open it
- **Departmental**: This copies the access levels of your ID and will
allow people having those exact same access levels. Say you want to
create a closet accessible to only miners. Then have an miner choose
this option and now only miners can open this closet. If the Hop sets
custom access on your ID then only people with those specific access
levels can open this closet
         - **None**: No access, free for all just like a normal closet

**Security:** After you have set the access level it is important to
lock the access panel with a "multi-tool", so no one else can change it.
Unlock the panel again with the "multi-tool" to set the new access type

       **2. Give your own name & description**
To rename the closet or change its description you must first make the
closet access type as personel i.e. make it yours, then use an pen to
complete the job. You cannot change names of departmental or no access
closets because that's vandelism

       **3. Custom Paint Job**
    Use airlock painter. Not intuitive but does the job. 
   
![Screenshot
(181)](https://user-images.githubusercontent.com/110812394/234202905-00946b88-2513-489d-b0a2-d618a72f3e49.png)

      **4. Personal closets**
Round start personal closets can have their access overridden by a new
ID when in it's unlocked state. This is useful if the last person has no
use for the closet & someone else wants to use it.


    - **Why its good for the game?**      
1. Having your own personal closet with your own name & description
gives you more privacy & security for your belongings so people don't
steal your stuff. Personal access is more secure because it requires you
to have the physical ID card you used to set this access and not an ID
which has the same access levels as your previous ID
2. Make secure closets faster without an welding tool & screw driver
3. Bug fix where electronics could be screwed out from round start
secured closets countless times spawning a new airlock electronic each
time
      
2. **Access secured freezers**

    - **What about them?**
The craftable freezer from #73942 has been modified to support secure
access. These can be deconstructed with welders just as before

![Screenshot
(185)](https://user-images.githubusercontent.com/110812394/235905000-ba165feb-4384-4759-b46b-dba77c9e6ba3.png)


    - **How does it work?**
The access stuff works exactly the same as secure closets described
above. You can rename & change description with pen just like the above
described secure closets. No paint job for this. Install card reader
with the same steps described above.

    - **Why it's good for the game?**
1. Make access secured freezers faster without a welder and screwdriver
2. Your own personally named & locked freezer for storing dead bodies is
always a good thing

4. **Access secured suit storage unit**
   - **What about them?**
Suit storage units now require airlock electronics for construction. The
access levels you set on it will be used to decide
       1. If a player can unlock the unit
       2. If the player can open the unit after unlocking
       3. If the player can disinfect whatever is inside
       
      By default all round start suit storage units have free access

   - **Install card reader**
Provides the same functionality as secured closets described above. To
install it
     1. Open its panel with a screw driver
     2. Add a card reader to it with hand
     3. Close the panel
     
     When you deconstruct the machine the card reader pops back out

   - **Why it's good for the game?**
1. Having your own access protected and named suit storage unit so
random people don't steal your mod suits? Who wouldn't want that.?
Provides security for department storage units.
2. If you have the unit locked then you cannot deconstruct the machine
with a crowbar providing additional security
3. Fixes #70552 , random people can't open/unlock the suit storage unit
without access. You can set personal access to make sure only you can
access the unit

## Changelog
🆑
add: Access secured closets. Personal closets can have their access
overwritten by an new id in it's unlocked state
add: Access secured freezers.
add: Access secured suit storage units.
fix: Suit storage unit not having access restrictions.
fix: airlock electronics not properly getting removed after screwing
them out from round start lockers
fix: round spawned open crates run timing when closed
fix: open crates hiding stuff in plain sight
fix: open closets/crates sucking up contents during late initialize
causing them appear empty & open
/🆑

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-05-08 10:42:54 -07:00
Thunder12345andGitHub 154c9ebe82 Stock Part Resprite (#75149)
## About The Pull Request

Resprites stock parts to bring them up to date, changes manipulators to
servo motors as I couldn't make manipulators work well at this scale.


![image](https://user-images.githubusercontent.com/5479091/236561493-b34da588-dee1-405a-8557-d11741ae3f21.png)
(Power cells sold separately)

## Why It's Good For The Game

The old stock parts are dated, in some cased quite ugly, and in the case
of manipulators a ball of assorted pixels. Incidentally removed a couple
of single letter var names.

## Changelog
🆑
image: Stock parts have been resprited.
code: Manipulators have been renamed to servo motors, all related types
have been repathed to match.
/🆑
2023-05-07 23:52:03 -07:00
d9f3476b8d [MIRROR] Craftable material sniffers [MDB IGNORE] (#20824)
* 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>

* Craftable material sniffers

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
2023-04-29 09:56:13 +01:00
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
7ad441e407 [MIRROR] More stuff to construct & destroy [MDB IGNORE] (#19903)
* More stuff to construct & destroy (#73942)

## About The Pull Request
**1. Suit Storage Units**
- What about them?

1. You can print "suit storage unit" circuit boards from engineering &
science circuit printer's after research to make more suit storage
units, now since they behave like regular constructable machines you can
deconstruct them via screwdriver & crowbar.
   2.  You can upgrade its capacitor to get faster charging speeds

- Why its good for the game?
   1. You can rebuild these in the event they get destroyed
   2. Better tier capacitors = faster charging speeds
3. More storage units = More places to decontaminate your equipment +
Recharge more mod suits made in robotics
4. If you decide to leave the game or your done using a mod suit e.g. a
mining mod suit rather than keeping it to yourself or throwing it away,
just build a suit storage unit and hang it there so other players can
use it i.e., sharing is caring.

**2. Freezer Cabinet**
- What about them?
 1. They are now craftable

![Screenshot
(133)](https://user-images.githubusercontent.com/110812394/224561037-5461be22-e651-4d72-8afc-f797bb7d8a47.png)

  3. You can deconstruct them with a welding tool.

- Why its good for the game?
  1. You can now make more of them if they get stolen/destroyed
  2. More places to store food, dead bodies, whatever

**3. Flood Lights**
- What about them?
They can now be fully deconstructed in the exact opposite sequence you
constructed them.
  - First use screwdriver to open its panel
  - Then use empty hand to remove light
  - Then use screwdriver to unscrew the wiring from frame
  - Use wire cutter to remove wiring completely
  - Finally use wrench to completely deconstruct frame

- Why it's good for the game?
Reclaim used material to build flood light else where . Also much more
clean than what the wiki is suggesting.

![Screenshot
(134)](https://user-images.githubusercontent.com/110812394/224561553-f44a97f3-ac70-49e7-892f-1a05e2323ecb.png)

  ## Changelog
🆑
add: suit storage unit circuit boards to engineering & science
department circuit printers.
add: freezer cabinet as a craftable & destructible item.
qol: flood light can now be deconstructed rather than destroyed/thrown
away.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>

* More stuff to construct & destroy

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-03-16 18:41:12 -04:00
8115310c6f More stuff to construct & destroy (#73942)
## About The Pull Request
**1. Suit Storage Units**
- What about them?

1. You can print "suit storage unit" circuit boards from engineering &
science circuit printer's after research to make more suit storage
units, now since they behave like regular constructable machines you can
deconstruct them via screwdriver & crowbar.
   2.  You can upgrade its capacitor to get faster charging speeds

- Why its good for the game?
   1. You can rebuild these in the event they get destroyed
   2. Better tier capacitors = faster charging speeds
3. More storage units = More places to decontaminate your equipment +
Recharge more mod suits made in robotics
4. If you decide to leave the game or your done using a mod suit e.g. a
mining mod suit rather than keeping it to yourself or throwing it away,
just build a suit storage unit and hang it there so other players can
use it i.e., sharing is caring.
  
**2. Freezer Cabinet**
- What about them?
 1. They are now craftable
       
![Screenshot
(133)](https://user-images.githubusercontent.com/110812394/224561037-5461be22-e651-4d72-8afc-f797bb7d8a47.png)

  3. You can deconstruct them with a welding tool.
   
- Why its good for the game?
  1. You can now make more of them if they get stolen/destroyed
  2. More places to store food, dead bodies, whatever

**3. Flood Lights**
- What about them?
They can now be fully deconstructed in the exact opposite sequence you
constructed them.
  - First use screwdriver to open its panel
  - Then use empty hand to remove light
  - Then use screwdriver to unscrew the wiring from frame
  - Use wire cutter to remove wiring completely
  - Finally use wrench to completely deconstruct frame
 
- Why it's good for the game?
Reclaim used material to build flood light else where . Also much more
clean than what the wiki is suggesting.
  
![Screenshot
(134)](https://user-images.githubusercontent.com/110812394/224561553-f44a97f3-ac70-49e7-892f-1a05e2323ecb.png)

  ## Changelog
🆑
add: suit storage unit circuit boards to engineering & science
department circuit printers.
add: freezer cabinet as a craftable & destructible item.
qol: flood light can now be deconstructed rather than destroyed/thrown
away.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-03-16 01:31:09 -07:00
c3f970c0e0 [MANUAL MIRROR] Crafting fireaxe cabinets, mech removal cabinets, and mirrors (#18919)
Crafting fireaxe cabinets, mech removal cabinets, and mirrors (#72856)

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-01-23 17:06:34 -05:00