Commit Graph
11 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
FalloutFalconandGitHub d25c6201f4 Standerdizing currency symbols Part 2 (#94259)
## About The Pull Request
Converts almost all non-constant, non-tgui usages of all variantions of
"credit" and "cr"

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


## Why It's Good For The Game
Same justification as https://github.com/tgstation/tgstation/pull/94128
Just easier to mantain/adjust the grammer/names of our money
## Changelog
🆑
spellcheck: minor cleanup on some usecases of "credits"
/🆑
2025-12-13 21:00:19 -05:00
Time-GreenandGitHub fe17cd1b96 Three Recovered Crew QoL's (#91983)
Three quality of life additions for recovered crew:
1. Jumpsuits are spawned in the crate, and no longer in the lockbox
2. Formaldehyde will no longer metabolize during the "soul pending" fase
so you don't have to constantly re-up them with it
3. Gives them 200cr starting money instead of 100. Also get a headset in
their lockbox now

## Why It's Good For The Game
1. This lets the reviver know what job they can expect to have, and make
more informed choices about which organs, implants and surgeries are
most beneficial to them. They can still change their mind, but it's
something I've always missed having and can help to tailor the
experience a bit
2. This is just annoying. Trying to revive them and not realizing the
formaldehyde is gone, and then realizing absolutely everything decayed,
is super fucking ass.
3. They get barely any starting gear, so some more money to help them
buy gear is really needed. The headset is just there to make it easier
to communicate with the department head or the HoP, it just gets you
going faster.
2025-07-15 14:56:34 +00:00
GhomandGitHub a2e141c859 Locking a storage item now locks you out of other storage items inside it. (#90243)
## About The Pull Request
This PR introduces the `set_locked()` proc, which I'll also need for
something else later.

## Why It's Good For The Game
I could still interact with the storage of a box I placed into a secure
safe after I locked the latter.

## Changelog

🆑
fix: Locking a storage item now locks you out of other storage items
inside it.
/🆑
2025-04-07 07:49:39 +02:00
ArchemagusandGitHub 8a5898212b Automated Announcement System refactor (#89276)
## About The Pull Request

I standardized stuff in AASs code, and all current reference to it. Also
added interactions for bounty cubes, weather reports and request
consoles, all of it can be changed from AASs UI.
Also it's easier now to add new config entries for AAS to proceed, and
it's now downstream friendly.
## Why It's Good For The Game
Well, because kind of order in code and because it's funny to make
custom messages for... Almost everything?
BTW any entry can be blocked from ingame changes, by default you can't
change Broken Arrival shuttle and Security Officer arrival
announcements, how it was before. But may be we should allow it - it's
an open question.
## Changelog
🆑
add: Many things now handles via AAS: Bounty Cubes, Request Consoles,
Brig Cells, Vending Machines and Orion Trails alerts, Weather Reports,
Cargo Order Console
code: Now anyone can make their own entry for AAS
refactor: AAS internals, also cleanup
/🆑
2025-02-17 11:06:50 +01:00
5020138b0e Improves mind lockbox handling (#89027)
## About The Pull Request

Mind lockboxes have received a tooltip about their in-hand use, but also
can be unlocked by trying to open them normally (clicking on one while
holding it in your offhand). Should reduce the player confusion around
these significantly.

Closes #88999

## Why It's Good For The Game
More intuitive handling of objects is always nice

## Changelog
🆑
qol: Improved mind lockbox handling
/🆑

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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-01-14 15:09:32 +00:00
zoomachinaandGitHub 83b7fc798d succesful -> successful (#88916) 2025-01-10 13:03:36 +01:00
a0c0179f10 Brain in a jar (#88817)
## About The Pull Request
Adds brain in a jar, a rare coroner mail goodie.

![image](https://github.com/user-attachments/assets/e102d214-b518-4343-85c0-d008808030cb)

<details>
<summary> About the jar </summary>
The jar is a 150u reagent container. You can put a single organ inside
it for display; if the jar's filled to the brim with formaldehyde, the
organ will be preserved.
The jar that comes to the coroners in mail is pre-filled with
formaldehyde, as well as a brain.
</details>
<details>
<summary> About the brain </summary>
The brain is revivable, thanks to #87072 and its glorious
ghostrole_on_revive component.
For one reason or the other, the brain is scarred, meaning it has a
random special brain trauma.
</details>
Also, added an examine tip to brains with ghostrole_on_revive component,
signaling that it can be revived.

## Why It's Good For The Game

Putting a brain that came to you in the mail into a body and zapping it
with a defibrillator fits the coroner's human experimentation theme IMO;
also a brain in a jar sounds like an interior item that a coroner would
enjoy.
## Changelog

🆑
add: brain in a jar, a rare coroner mail goodie
qol: soul-less brains that can be revived (like those from recovered
crew) now have an examine tip
/🆑

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Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-01-02 14:15:23 +00:00
Time-GreenandGitHub e3dc934b8a Adds more damages, flavors and podpeople to recovered crew (#87491)
## About The Pull Request

Adds four new causes of death:
- Shot with bullet
- Shot with laser
- Poisoned with venom (deals a lot of brute and gives histamine)

As well as code to simulate any reagent or projectile to damage a body

Adds more flavors! Small chance to spawn with a prosthethic limb 

Adds a 56% chance to roll a double cause of death, and a 24% to lose
both limbs and organs (can't both roll)
Also removed the chance for having all organs and limbs

Adds podperson as a rare spawn (1/18) (they come with a plant analyzer
so you can actually scan them)

## Why It's Good For The Game
More causes of death means medical can practice/perform different
skillsets in fixing bodies! Poisonings and bullet removals especially
could not happen, so I'm happy to have those covered now.

Prosthethic limb is always fun to see, and gives the reviver the choice
to either replace or keep it.

A small chance to spawn as a podperson could help sell the illusion of
experience and having different stations. Podpersons also offer a
different playstyle without being too gamey, probably being the only
existing non-roundstart species I am comfortable adding to this. They're
also not really seen outside botany (and I'll be honest I don't ever see
them anymore), so having them fill different jobs over the station helps
make the station flowerful (even if it is somewhat rare)


![image](https://github.com/user-attachments/assets/d4d7e22b-a420-40a9-8d74-aa01dc47996e)

## Changelog
🆑
add: Added more causes of death to recovered crew
add: Added double death causes to recovered crew, and even meaner space
vultures!
add: Adds a small chance to roll quirks on recovered crew
add: Adds a small chance to spawn as a podperson to recovered crew
fix: Fixes a harddel caused by quirks never being cleared on delete
/🆑
2024-11-02 14:43:25 +01:00
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
d170a410d4 Recovered Crew | Medical+Cargo Respawns (#87072)
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2024-10-26 09:36:57 +02:00