Commit Graph

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Author SHA1 Message Date
massaheartsu 50499dba9a Adds opium and meth rocks! (#92699)
## About The Pull Request


![demo2](https://github.com/user-attachments/assets/26223fa6-6eb8-43eb-ba87-54be7d2c19b3)<img
width="612" height="185" alt="dreamseeker_SNMvxqCRiR"
src="https://github.com/user-attachments/assets/1d3103e9-edc1-4e50-8793-c8c2ace53aea"
/>

This is a small expansion to narcotics, their production, and presence
in the game! For my esteemed Terry and Manuel/Sybil sector colleagues
I've added:
- 2 new solid drug items: **crystal meth and opium**!
- A **precipitation reaction** for meth after it's been cooled,
producing a solid crystal form, 2u sulfuric acid, 10u meth. **Above 90%
purity, the meth will gain an increasingly blue tint!**
- A production method for opium! Slice a well developed poppy pod with
any sharp item, **before it's fully mature and flowered** to extract a
small amount of opium to enjoy! It's a small container for morphine. Can
be pressed together to combine the concentrations up to 10u, as each
extraction contains trace amounts. Scales off poppy's potency.
- Populated narcotics/contraband spawners with new items, and items that
really should have been on there.
- Added a brand new smoking apparatus, the glass pipe! Can be crafted.
Fixed the transparent pixel.
- **Fixed methsplosions so that now spacemen can finally smoke meth
without exploding!!!** Omegaweed too. Normal methsplosions are
untouched!
- **Expanded the ability for players to insert all drug items into
pipes**, so now players can smoke moon rocks, SaturnX, and my new items!
Previously, only 'dried' items were.
- Fentanyl patch box for narcotics spawner, also for a new ruin I've
made.
- **Expanded these changes to the black market uplink.** 
<img width="640" height="256" alt="demo"
src="https://github.com/user-attachments/assets/c8a0eb2c-b0fa-4e70-b6c1-2e741cd170a2"
/>

Now, players can precipitate meth into a solid form, and produce opium.
I added a lot of these substances and the ones that didn't exist into
spawners that they were partially in, or could reasonably be in. The
opium poppy extraction required a new variable that can be used for
similar interactions too. Crystal sprites are transparent, smoked sprite
has a nice little animation and glow.

These items are now on the black market uplink, in both expensive dealer
shipments of varying rarities for different narcotics, as well as
personal use quantities on a different rotation, at a steeper price.
Expanded randomized spawners to give the black market and ruins more
teeth and edge, without adding another weapon.

Credit to the moon rock guy, I'm just happy I made your stuff smokable!!
<img width="219" height="201" alt="dreamseeker_N8x9bsN3kS"
src="https://github.com/user-attachments/assets/64d23c27-92b9-423b-91ac-903b8476d0b4"
/>


tl;dr added opium and meth
## Why It's Good For The Game
For **too long**, narcotics, chems and stims have been mere integers or
buffs/debuffs in pills or syringes, so I introduced two new methods for
making them and populated niche, criminal vectors with them. These are
real items now, with more interactions. Allowing these to be smoked also
allowed moon rocks and SaturnX to be smoked too, including them into
this and enticing players to have another reason to make them as well.
Buffs with drawbacks, addictions and problems are actually great.

It's a new venue for flavor. I've put thought into the balance for
addition and quantity. It'll add a criminal, or exotic tone to a round,
provide new business opportunities, and new access to stims and chems
without going over the top. Perhaps something peaceful antagonists can
do. More proverbial floor pills give security or command something to
selectively enforce, and absolutely provide novel opportunities for
medical staff!

Also, methsplosions now don't happen in cigarette items! You can smoke
omegaweed without fucking dying!
## Changelog
🆑
add: Added meth, opium, and their production! Also added to black market
uplink.
add: Added a craftable glass pipe.
add: Added to contraband spawners. 
qol: Can now insert any drug item into a pipe.
fix: Spacemen can now smoke meth without exploding!!
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2025-09-09 01:13:46 +00:00
SmArtKar eb2796831b [MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request

Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

![dreamseeker_Ywd4jQcy3t](https://github.com/user-attachments/assets/7ce0e549-9ecd-4a8a-98ea-12e00754bdd9)
* In order to support the new pill mechanics, stomachs have received
contents. Pills and items that you accidentally swallow now go into your
stomach instead of your chest cavity, and may damage it if they're
sharp, requiring having them surgically cut out (cut the stomach open
with a scalpel, then cauterize it to mend the incision). Or maybe you
can get a bacchus's blessing, or a geneticist hulk to gut punch you,
that may also work. Alien devour ability also uses this system now. If
you get a critical slashing wound on your chest contents of your cut
apart stomach (if a surgeon forgot to mend it, or if you ate too much
glass shard for breakfast) may fall out. However, spacemen with the
strong stomach trait can eat as much glass cereal as they want.

Pill duration can also be chosen in ChemMaster when you have a pill
selected, 0 to 30 seconds.

![image](https://github.com/user-attachments/assets/1f40210e-74dd-49c2-8093-432a747ac8dd)

## Why It's Good For The Game

Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).

## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
2025-03-13 17:31:37 +01:00
Ghom e5472d9be4 Fishing bluespace capsules (#87639)
## About The Pull Request
With this PR, I'm introducing fishing bluespace capsules to the game.
They can be found on the black market, but I'll get a couple more ways
to get them before it's ready.

Anyway, they're special bluespace capsules that spawn a fishing spot of
your choice. The fishing spot can be changed by alt-clicking the
capsule, and so far it has 5 choices, plus 2 locked behind emagging for
obvious reasons:
- Freshwater: pretty basic, you get freshwater fish from this.
- Saltwater: mainly saltwater fish.
- Tiziran: You get tiziran fish here, like the gunner jellyfish,
armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian
moonfish. By the by, moonfish now periodically lay moonfish eggs, a
staple of lizardfolk cuisine.
- Ice fishing spot: A small ice turf with a hole dug in it; salmon,
arctic char, arctic chrabs and the bonemass (skeleton fish).
- Hot Spring: Somehow the new home to the ought-to-be-extinct
sacabambaspis. It also doubles as a better shower overall, with mild
healing on top of stamina recovery. Felinids still hate it though, and
won't benefit from the healing.
- Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons.
- Plasma: Ditto, but it's plasma instead of lava.

As a sidenote, unlike standard shelter capsules, these require their
area to be clear of pipes and cables on top of the other requirements,
unless emagged. Obviously, I've done some changes to allow pipes and
cables to not be hidden by water turfs, though I'm still keeping these
reqs because I don't think these fishing spots would look great if
riddled with cables and pipes. I may remove this extra req later if it
proves to be a tad too tedious.

Also they don't knock you back when expanding.

Screenshot from a recent test (fixed the misplaced decal and tweaked a
few things since then):

![immagine](https://github.com/user-attachments/assets/6bbcddfb-ff1c-4e96-834a-2129cadbb31f)


## Why It's Good For The Game
The idea stems from how not all fishing spots aren't designed to be
accessible every round, which is fine, because we have the fish-porter
for that. However, even the fish-porter should have its limits in terms
of what it can provide by itself (linking is all fair and game), so I've
thought having something of a middle point would been neat, also as a
way to mess around with the station layout a bit, to empower the player
with a little extra "terraforming".

## Changelog

🆑
add: Added fishing bluespace capsules to the game, which can be used to
spawn a variety of fishing spots, from freshwater to tiziran sea to hot
springs, and also lava and plasma if emagged.
add: Added two new fish: the zagoskian moonfish and the sacabambaspis.
Moonfish will now periodically lay moonfish eggs.
map: The 'crashed pod' lavaland ruin now has a hot spring, and the
cursed hotspring on icemoon now has a plastic chair and a fishing
toolbox.
/🆑
2024-11-11 08:01:09 +13:00
ArcaneMusic 43e62163fe Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

### What does something being contraband MEAN?

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

### What items ARE contraband?

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>
  
* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.
  
</details>

### How does this interact with the round?
Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

### Other minor changes that I rolled into this

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.



https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

## Why It's Good For The Game

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

## Changelog

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-07-11 03:08:25 +02:00
jimmyl c57afc4689 Wawastation (#82298)
- [x] #82282
- [x] map in aux base how the hell did i forget it
- [x] fill out maints
- [x] properly test the goddamn thing
- [x] fix major cameranets
- [ ] fix any issues
- [x] write a proper pr body

## About The Pull Request

adds this map to the map rotation

bottom level (24.5.2024)
![StrongDMM-2024-05-24 06 59
36](https://github.com/tgstation/tgstation/assets/70376633/6ca7cbef-88cb-4225-9814-8e521447a7f2)


upper level (24.5.2024)

![image](https://github.com/tgstation/tgstation/assets/70376633/8de5e61d-73a8-453d-8b87-025e5ab0b26a)





## general map details and department stuff
- the station is more focused on the bottom level, so falling in doesnt
roundremove you
- this is an asteroid station, so assistants can larp as dorfs and mine
towards the sweet loot
- there is plenty multiz usage
- service is the center of the station

**Service** - Is the center of the station. Arrivals docks directly in
the middle of the station next to Upper Service, so bar might get more
traffic. Not much different than normal Service, but janitors closet is
also present here, he sleeps on the floor. We do not talk about the
janitor. Above Bar is Library and Hydroponics with an overlook to look
at bar. The Theater has a big curtain and a podium directly in the bar.

29.3.2024

![ezgif-1-4549df2db8](https://github.com/tgstation/tgstation/assets/70376633/eb0d7b41-3bd9-444d-b74a-ec99ac6be649)


**Civilian** - Also in the center of the station, next to bar. There
isnt much to talk about dorms, its pretty normal.

**Cargo** - Absence of chutes that go to departments, reminder that mail
sorting is a thing. Cargo bay is a big open area with a boutique/shop
facing primary hall that starts closed, and Cargo has its own crate
elevator. Theres upper Cargo where mining, bitrunning and a secure
warehouse is located (There may be a murder scene). The quartermasters
office spans two z-levels and is relatively compact. Not much else
different from regular cargo. ~~Oh also the QM starts with an empty
PML-9 and a mostly functional rocket~~

29.3.2024

![ezgif-1-4d6bfe6c07](https://github.com/tgstation/tgstation/assets/70376633/cdac216c-2587-41d8-8ffd-5064378347eb)


**Medical** - Large centralized medbay, also two z-levels. There is a
public waiting room with triage and a reception. There is also an inner
elevator for the crippled. There are two medbay-access patient rooms
that are unrestricted from the inside, and two operating rooms. Medbay
has its own rad shelter. The virologist does not get their own
satellite, but is still relatively secure.

29.3.2024
https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif)

**Command** - AI Sat transit tube access is here. HoP has an open stall
facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic
bridge, Captain does not get his own office but gets a really
comfortable quarters with his own emergency mass ejection for abandoning
ship. The council meeting room is present above bridge, with ERT Ferry
dock docking inside adjacent to the council room.

**Security** - Mostly bottom z level security. Very compact brig cells,
and a meeting room that everyone that is related to security may spawn
in if youre lucky. Warden has a weapon handout point facing the inner
security hall and the equipment room. Reeducation chamber has a shocked
grille treadmill. HoS and Warden Room and armory are on the upper
z-level, and warden has a VERY good overlook over permabrig. Armory is
seperated into nonlethal to mostly nonlethal and lethal.

29.3.2024

![ezgif-1-d833de73fc](https://github.com/tgstation/tgstation/assets/70376633/860d4d7e-c250-4ad2-a2d6-4ae126defab5)


**Science** - Also pretty centralized, breakroom with a smoking corner,
two z levels and a big overlook. RD office overlooks toxins and bomb
site. Genetics and RD Office is on the upper floor, with a science
exclusive monkey exhibit. Xenobio is thick due to proximity to bomb
site, otherwise normal.

29.3.2024

![ezgif-1-4f8814ece9-1](https://github.com/tgstation/tgstation/assets/70376633/73afd9da-f37b-402b-aead-84f81c13cf7b)


**AI Sat** - Okay at this point assume any department is multiz. The
antechamber is an elevator and the turrets are on said elevator. The
elevator may be sent to the top level by engineers, where the AI core
is. Telecomms is on the bottom level, and AI core is above it. Contains
a borg entertainment room, and also the upload. The elevator being
raised is necessary to properly enter AI Room.

**Engineering** - Contains a less stale but still average and less than
optimal SM setup. Prone to catastrophic disaster. The SM Room is two
levels and very open, and CE has a trapdoor directly into the shard.
Turbine is above atmospherics, so is the crystallizer. The HFR and main
atmos and distribution room are on the bottom level. Piped by **Kendra
Hunter**. Contains a built in electrolyzer corner so atmos mains stop
gutting the aesthetics to place down some dumb machine.

## Why It's Good For The Game

another interesting map into the roster, different from the other multiz
maps in the form that you dont get stuck in hell by falling down a hole

todo write better section

## Changelog
🆑
add: wawastation, the station map
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-06-04 07:11:13 -07:00
Pickle-Coding 066815ab88 The armoury contraband locker guns have a chance to be rigged. (#83167)
## About The Pull Request
Gives a 10% chance for the handguns in the armoury to be rigged. The
makarov and desert eagle will have a clown pin, ultra clown pin or the
explosive ultra clown pin when rigged, randomly and uniformly weighted.
The pins can not be removed, even the normal ones, so there is only one
way to find out. The Unica 6 will be reversed, shooting you instead when
rigged.
## Why It's Good For The Game
People are too trustworthy of the gear they use in the contraband
locker. By giving them a chance to be rigged and backfire on them,
people will treat these guns like contraband and not toys. If someone
was treating them like a toy, they could receive a nice introduction of
the syndicate.
## Changelog
🆑
balance: There are reports of malfunctioning guns being confiscated.
/🆑
2024-05-15 07:25:03 +02:00
necromanceranne c9b3629353 Adjusts some of the contraband weights for Contraband Crates. (#81771)
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## About The Pull Request

This makes getting Contraband Plus (the better stuff with more
interesting effects), slightly higher in probability out of contraband
crates.

It also removes the completely redundant narcotics roll, and the truly
awful permabrig contraband roll, from Contraband Plus.

Some of the more interesting narcotics are now directly in Contraband
Plus.

## Why It's Good For The Game

The weights were a little uninteresting. You rarely if ever saw the
effects of the contraband crate change with the current values. It was
kind of lame to see a shiv in a contraband crate knowing that it was a
wasted Contraband Plus roll. This hopefully stops that from happening
too often.

## Changelog

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🆑
balance: Adjusts the values and contents of the Contraband Crate's item
loot table.
/🆑

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---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-09 04:57:57 +01:00
Ghom cdaa1d29a4 A "postal workers strike" negative station trait. (can be positive) (#80213)
## About The Pull Request
Added a negative station trait, which blocks the mail like it's sunday
or a official holiday. However! If it's actually sunday or a official
holiday, when the mail would be normally blocked already, instead it'll
unblock it. It was done this way because it's easier (station traits are
loaded before the events and economy subsystems are initialized) and
cooler.

## Why It's Good For The Game
Granted there are quite a few station traits around cargo already,
features interacting with other features is honestly a good thing.

## Changelog

🆑
add: Added a "postal workers strike" negative station trait. In the case
of holidays and sunday though, it'll be a "postal system overtime"
instead.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-12-27 16:10:32 -05:00
necromanceranne cfd40aeef5 Imports and Contraband 2: Landfill Gacha Addiction (I put trash randomizers into cargo crates and called it content) (#76771)
## About The Pull Request

This is a followup on my previous PR involving cargo imports. I've made
a number of changes and new additions to cargo's imports and contraband.
But I've also changed how Smuggler's Satchels generate loot as well.

### New:
**Abandoned Crates:** You can now order in abandoned crates at a steep
price. Obviously these are just your standard fare abandoned crates, so
they've got a pretty long list of potential contents. Some great, some
utterly not worth the price you paid for the crate. Since they're quite
pricey, you can't order very many quickly. But this does allow cargo
techs the opportunity to spend the round solving puzzles to get
interesting loot.

**Dumpster of Maint Garbage:** This dumpster (similarly named to another
dumpster you can order) is filled with maint trash and potential maint
random spawns. This list is extensive enough that anything spawned in
this crate is likely to be mostly garbage. But, it is more affordable
than abandoned crates. I'd consider this the literally trashier version
of the abandoned crate.

**Shamber's Juice Eldritch Energy! Crate:** A crate with one can of the
extremely rare, short run edition of Shambler's Juice, Eldritch Energy!
This contains 5 units of eldritch essence. Heals heretics, hurts
everyone else! This is a VERY potent poison, but it also happens to be a
handy way for a Cargonian heretic to get a potent healing item without
having to waste knowledge points.

**Animal Hide Crate:** It's a cargo crate full of animal hides! This can
include fairly rare hides and some icebox creature hides as well, like
polar bear hides and wolf sinew. It's not too expensive, and mostly
spits out leather.

**Dreadnog Carton Crate:** A carton full of the worst eggnog imaginable.
This is just something to troll people with. Drink it and you'll get a
massive mood penalty. Dreadnog! May or may not contain space cola!

### Updated:

**Contraband Crate and Smuggler's Satchels:** This has had it's price
increased considerably. But, for good reason. It now contains some more
controlled random items, but also some more valuable contraband as well
as a very rare spawn. The upper end on his contraband can be extremely
valuable, but the majority of the items gained from contraband crates
will probably be either what you can get now (quite weak), or something
a bit more middle of the road (some more unique narcotics).

As a consequence, I've also passed this change onto smuggler's satchels,
as they used the crate to generate its contents. (it literally spawned
and then deleted a contraband crate to generate the contents hoo haa).

I've also increased the number of items in the smuggler's satchel. Since
the randomly spawned smuggler's satchels are quite a bit rarer now there
is only ever two spawned in the map, and spending actual TC on these is
somewhat counterproductive, I don't imagine this will be more beneficial
for scavenger hunters hoping for some interesting goodies.

**Russian Crate (the normal one):** The mosins now spawn in ancient gun
cases. These determine what kind of mosin you can get. 79% of the time,
you get the crap mosin. 20% of the time, you get a good mosin. And 1% of
the time, you get rations. This more tightly controls how many good
mosins are entering into the round and how much of a value purchase the
Russian crate actually is for getting ballistics. Since the process is
even more unlikely than before, it isn't necessarily as guaranteed that
you will get a good mosin. Hell, you might not even get a gun if you're
that unlucky.

**Shocktrooper Crate:** It now has an armor vest and helmet. So, not
only do you get some grenades, you get some protection as well. Since
this is the 'loud' crate, I felt it appropriate to make it slightly more
useful for enabling that.

**Special Ops Crate:** It now contains five mirage grenades and a
chameleon belt, and has had the survival knife improved to a
switchblade. This is probably the weakest of the two crates STILL, but
hopefully these make them a little more interesting and novel by giving
them pretty fun grenade to toy with.

## Why It's Good For The Game

My initial PR hoped to add in a few more interesting purchases for
cargo. I think currently cargo has a slight issue of not having enough
valuable or interesting uses for their money. I think it still has that
problem, but by including more unique crates that allow cargo to provide
some oddities into the round, that might slowly work itself out.

This PR hopes to provide another way to waste their money if they have
an excess amount. Landfill Trash Gambling. Spending it away on complete
junk, which I think is absolutely hilarious when it doesn't work out, as
it is soulful in its design. Definitely not inspired by my recent thrift
shop excursions this month buying and scrounging for furniture and
interesting clothing.

[Relevant](https://www.youtube.com/watch?v=QK8mJJJvaes)

Also, I wanted to buff some of the crates I introduced a bit last time,
and nerf the mosin production somewhat via a more controllable method
that I can actually adjust as necessary down the line.

## Changelog
🆑
fix: Stops manifest generation runtiming when a cargo crate is empty.
add: Abandoned crates are now available via cargo imports.
add: Dumpsters full of maintenance trash are now available via cargo
imports.
add: An ultra-rare can of Shambler's Juice is now available via cargo
imports.
add: Animal hides and leathers can be (unreliably) ordered via cargo
imports.
add: The Dreadnog has entered this realm. To consume, purchase it via
cargo imports.
balance: Contraband Crates (and as a consequence, smuggler's satchels)
now generate more varied goods. Mostly the same, but sometimes you get
something quite different or even valuable.
balance: Mosins generated via the Russian supply crate are a bit more
random, weighing more heavily towards bad mosins than good mosins.
balance: Buffed both the shocktrooper and special op crate. Shocktrooper
now has an armored helmet and vest, and special op now has 5 mirage
grenades and a chameleon belt. The survival knife in the special op
crate is now a switchblade.
/🆑
2023-07-15 16:27:39 +01:00
Cheshify b1716732b0 The North Star Expeditionary Vessel - A Second Wind (#74371)
## About The Pull Request
A new map for TGstation, in the works! It has 4 fucking Z levels, a
massive expansive maintenance with unique designs, and some unique code
features in the works.

To Do:
- [x] Update the Map to Modern TG
- [x] Local Tests
- [x] Work on Map Optimizations
- [x] Run Live Tests

Fikou has greatly helped with creating an important flavour aspect of
this map, Trek Uniforms on anyone who joins! See the forum thread for
more. This includes the framework for innate station traits, station
traits loaded as long as it's in a map's json

Here's the forum dev thread there are screenshots there.
https://tgstation13.org/phpBB/viewtopic.php?p=657252#p657252

### Mapping March
Ckey to receive rewards: Cheshify

## Why It's Good For The Game
So, this is the North Star. An effort taking multiple mappers and of 9~
months of hard work. This map was not initially designed for TGstation,
but always designed for TGstation code. The process of retooling the map
for TGstation was an absolute joy and I feel like the map definitely has
it's niche as a massive and unique experience for it's players.

I adore this map, it's gorgeous, has a unique aesthetic, and a number of
very funny interactions with multi-Z. The PR comes packed with unique
mechanics for future mappers (innate station traits!), a number of
map-fitting shuttles, and a fun spacefaring uniform gimmick for the
crew.

**This is my second attempt at bringing this map into rotation. It was
initially closed due to concerns about maptick and performance, as I
wasn't willing to push for a map to be added to the repository if it
didn't function to my own standards. I've been informed by a number of
coders far better than I that optimizations are arriving and enroute, so
I think it's time to dust her off and set sail for another journey.**

**Quick Disclaimer: Due to some design decisions disagreed upon by the
headcoder team and myself, the map will not be featuring unique
roundstart uniforms, and despite my design intentions, the innate
station trait features will be shelved for now.**

## Changelog
🆑 Cheshify, Fikou, Blue-Berry, Zytolg, InfiniteGalaxies, Striders,
Sylphet, Riggle, Soal, Andry, Crit, Deranging, and Pumpkin0.
add: Nanotrasen's Newest Exploratory Vessel is now available! Meet the
North Star!
add: More landmines, and a landmine random spawner.
add: energy barriers now have a regenerative subtype, fit for permanent
installations.
code: Raised the number of possible level render to 4, check your
preferences if needed to be reduced.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-04-14 06:59:00 +12:00
John Willard 2425531eb2 Removes tablets (not PDAs) entirely. (#71507)
## About The Pull Request

**Comes with an UpdatePaths!**

Removes the tablet subtype, PDAs now replaces them entirely.

Nukie and Silicon tablets are now subtypes of the PDA instead, while
contractor ones were removed entirely as they didn't do anything and
were unused (though it wouldn't be hard to re-add).

Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi,
which is just larger icons of modular_pda. Each application requires an
icon state in both of these, for 2 different sizes, which makes it
annoying to make new applications, especially if it can also run on
computers/laptops.

### Icons

Because Silicon tablets are now a subtype of PDA, they use PDA icons
instead of tablet ones. Luckily for us, they already exist in code.

![image](https://user-images.githubusercontent.com/53777086/203876575-56eb1593-774c-47c6-8e7d-491a7805f28c.png)

AI's don't use a tablet icon though, so they aren't affected.

## Why It's Good For The Game

There's very little difference between tablets and PDAs, PDAs overshadow
them in every single way, so at this point I don't see why we should
have both of these, and if you compare the two in usefulness and actual
in-game use by players, it's a no-brainer than the item all players get
roundstart and comes with a messenger should be the one we go with.

Also as said in the about section, when making an app you would need to
make icon states for the program running for all hardware it can run on,
which is Computer, Laptop, PDA, and Tablet.

Laptop is just a smaller computer icon
PDA is just a smaller tablet icon

However, you can't simply shrink the size of the icon, instead you have
to completely resprite the same app icon FOUR TIMES for it to not
bluescreen on all these different devices.

<details>
<summary>
Here's examples of it
</summary>
Computer (NOTE: *They share the same icon file as regular computers*)
<img
src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/>
Laptop
<img
src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/>
Tablet
<img
src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/>
PDA
<img
src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/>
</details>

If we wish to help in simplifying this, we should remove tablet icons
entirely, which means 1 less icon to worry about. To do this, we'd need
to resprite nukie PDAs, however I am very much not a spriter and never
tried GAGS, so I'll leave it to someone else to do.

## Changelog

🆑
del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon
and nukie tablets are now PDAs.
/🆑
2022-12-02 00:15:14 -08:00
sergeirocks100 3f15c6359c Replaces the weed sprites, and removes the /goon folder. (#66136)
Replaces weed sprites, and removes the goon folder
2022-04-27 16:36:58 -03:00
magatsuchi cd1b891d79 Modular Tablets: Converting PDAs to the NtOS System (#65755)
Converts PDA functions and applications over to modular tablets and devices, namely the messaging function. HREF data code is quite honestly clunky and difficult to work with, as I've definitely experienced whilst working on this. By moving from this system over the easier to read (and frankly, easier to add to) TGUI system, you get cleaner looking and more user friendly UIs and a greater degree of standardization amongst other UIs.

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-04-20 03:08:41 +03:00
san7890 21830b1f90 The Lizard's Gas (Station) Update (#64304) 2022-01-26 18:10:12 -07:00
itseasytosee f51000f506 Repaths knives to not all be children of the kitchen knife. (#62035)
Basically makes the code less dumb, took a long time. I worked hard to make sure there were no unintended effects (minus the fact you can no longer get spoons from the experimentor). No player-facing effects

I thought it looked weird that all cultist and combat knives were subtypes of the kitchen knives
2021-10-15 15:28:01 -07:00
Tim e26a859016 Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522)
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!

Link to the README for how the new spawner system works.

Added the following new random mapping spawners:

pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner

Removed deprecated wizard trap, vault, and armory spawners.
2021-09-23 03:30:28 +01:00