## About The Pull Request
Used a script to find all duplicate sound files, consolidate them all
down to a single file and move it into the `modular_zubbers` structure,
update code as needed
## Why It's Good For The Game
Smaller repo
## Proof Of Testing
If it compiles it works
## Changelog
🆑
sound: cleaned up duplicate sound files in the repo
/🆑
## About The Pull Request
First of the changes would be the fact that tank which voxes and people
with nitrogen breathing quirk get is extremly big, and can store double
the amount of any tank in the game and its a belt tank, which means can
be stored in the pockets. This changes to initial value of 25 liters, to
12l which seems to be better alternative, and more fiting since the tank
looks like double oxy tank, which can be crafter by engineering.
To compensate the fact, that nitrogen breathers have to keep their
internals on all the time, for close to 2:45 as our shifts tend to be,
or their risk quick death. Their minimal gas intake value was changed
from 10 to 4, which is the value that plasmaman need to stay alive and
not choke to death. So it means that, they only need 4 kpa on their
tank, to not take any damage which lowers their need for constant
nitrogen resupplies.
On top of that I fumbled around the quirk, and now aheal/sad will not
remove your lungs. SAD will give em back, in case something didnt work
out as suposed, while having quirk on you, will readd the lungs each
time you miss them during revival. On top of that admin aheal will give
em back, as the quirk overrides species default lungs.
## Why It's Good For The Game
Overall QOL around playing with nitrogen breathing quirk, or as vox as
this affects them as well. Its overall good balance change, and brings
back their tanks to normal centralised value.
## Proof Of Testing
Tested it few times in game, I dont quarantee that it wont break any any
point, but! I tested everything in game
## Changelog
🆑
qol: Vox and people with nitrogen breathing quirk, need less nitrogen to
sustain themselfs.
balance: Changed nitrogen tank belt max capacity of 25l to 12l
fix: Aheal/S.A.D interaction doesnt remove nitrogen lungs on quirk
holders. Both Aheal/Sad will return them, replacing the one inside you.
This means, cybernetic lungs will be removed.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
"I'm going to extend my break" - Me, 2 days ago
"Hey I should start cleaning up the Skyrat modular folder" - Me, Today
I yet again fall victim to my own hubris
Left out some BUBBER TODOs, feel free to do these if you find them
manageable
## Why It's Good For The Game
We made some old mistakes with some edits (Like commenting out ruins
instead of making them unpickable for the ruin system) (This I fixed,
admins can now bus them in!)
We also made a lot of edits to Skyrat code, a lot of which can be
cleanly merged into their code now
## Proof Of Testing
If it compiles, it works.
Unlike my modularization PR from a year ago this is less fuckupable
## Changelog
N/A, not player facing
* Adds Crutches to Medbay & Crafting (#83242)
## About The Pull Request
Added crutches! Wooden ones can be made with wood. Medical ones can be
bought from the medvendor.
Crutches will reduce slowdown from missing a leg by 60%, and they will
remove the limping from fractured bones. They're also a fairly decent
bludgeon. However, they do nothing if both legs are cut off. Canes now
also remove broken bone limping as well
Changed the 'white cane' name to 'probing cane' to better reflect its
function.
Shuffled some wound and mob code around, added signals for limbless
slowdown and limping.
Crutches make you waddle.
SPRITES BY XHORIAN!!!!!!!!!!!!!




## Why It's Good For The Game
> Added crutches! Wooden ones can be made with wood. Medical ones can be
bought from the medvendor.
> Crutches will reduce slowdown from missing a leg by 60%, and they will
remove the limping from broken bones. They're also a fairly decent
bludgeon. However, they do nothing if both legs are cut off.
Currently there's no way to abate slowdown from a missing leg except
getting on a vehicle, which I think is pretty lame. What if all the
doctors are busy, missing, or dead? What if medbay is a hole? A crutch
helps make up for the loss at the cost of a hand slot.
> Changed the 'white cane' name to 'probing cane' to better reflect its
function.
'White cane' was undescriptive.
> Shuffled some wound and mob code around, added signals for limbless
slowdown and limping.
I dont know where to put the friggin signals
## Changelog
🆑
Carlarc, Xhorian
add: Added crutches! Wooden ones can be made with wood. Medical ones can
be bought from the medvendor.
add: Crutches will reduce slowdown from missing a leg by 60%, and they
will remove the limping from fractured bones. (canes do that now too)
They're also a fairly decent bludgeon. However, they do nothing if both
legs are cut off.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Adds Crutches to Medbay & Crafting
* This should do the trick
* Missed one
* fix
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* Throws gangtools into a bottomless pit (#82145)
## About The Pull Request
Resprites everything that used to use the old gangtool sprites (door
remotes, augment choice beacon, landing zone designators, and nuke op
borg spawners.)

- Added a new non-gangtool generic choice beacon, and a specific
S.E.L.F. one.
- Door remotes are now fancy garage door openers.
- Landing designators have cannibalised the cell phone sprites from the
less old version of gang.
- Nuke op borg spawners use the same walkie talkie as other
reinforcements
Door remotes now have individual sprites for each mode, so you can see
the mode at a glance.
## Why It's Good For The Game
Having a range of very different items sharing the same old sprites is
pretty confusing, better to have them all be unique and up to date.
## Changelog
🆑
image: Everything that used the old gangtool sprites (door remotes,
landing field designators, some choice beacons, windicate borg
reinforcements) has been resprited.
image: Door remotes now visibly show their current mode.
/🆑
* Oh yeah
* I'm dum
* Oh wow
* placeholder for now
* Bam?
* pls
---------
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Edits items on request for Fuzlet, essentially genericfying them of name
references.
## Changelog
Nah
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
* fixes a bunch of moodlets potentially lasting forever (less band-aidy) (#80800)
## About The Pull Request
In a previous PR (https://github.com/tgstation/tgstation/pull/79661), I
noted that a lot of moodlets tended to have their timeouts break because
it was passing their names and whatnot as a parameter, that gets fed
into the timeout modifier parameter, causing the timeout multiplier to
break, because BYOND type-agnosticism means that it can multiply a
number (timeout_mod) by text (a name or some other object), resulting in
0 - which makes a moodlet permanent. This is probably not intended.
This fixes that in two ways:
- Adding a `1` to potentially applicable moodlets (searched for with a
regex of `.add_mood_event(.*, .*,)`) just to make sure the timeout
doesn't get multiplied out weirdly.
- Making the add_mood_event thing CRASH() if the timeout_mod is bad.
If someone else wants to come up with a solution better than this,
please do.
## Why It's Good For The Game
Maybe having your arm permanently fall asleep after getting it
reattached sucks, moodlet-wise. (Being stuck with permanent
positive/negative moodlets is probably not intended.)
## Changelog
🆑
fix: Moodlets with parameters/effects e.g. limb reattachment moodlets
should probably disappear more appropriately.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* fixes a bunch of moodlets potentially lasting forever (less band-aidy)
* wew
---------
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Adds Janiborg Plush
Adds a single donator plushie item for public access.
* Creating Item code, moving to right place.
Moving all of the content to the right place, adding item code.
* Clean Up
Cleaning up language, descriptions and changing the sound effect to the cyborg twobeep.
* Fixes deleted eof char
* Removes extra lines
---------
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Simple suit storage fixes (#76267)
## About The Pull Request
Makes toys, stamps, and spacecash invisible in suit storage, fixing some
missing textures
adds stamps to the allowed suit storage items for hop, qm, and cargo
wintercoats
## Why It's Good For The Game
The /datum/unit_test/suit_storage_icons failure list is awfully long,
and while some of them require more thoughtful fixes, just these couple
of lines clears more than 100 lines from the failure list.
While I was here I added the stamps to the allowed suit storage for hop,
qm, and cargo wintercoats cause that seems fair
## Changelog
🆑 Seven
fix: toys, stamps, and spacecash no longer has a missing texture when
put into suit storage
qol: stamps are now allowed suit storage items in the hop, qm, and cargo
wintercoats
/🆑
* Simple suit storage fixes
* Fixes the issue with tennis balls not showing up properly
---------
Co-authored-by: Lufferly <40921881+Lufferly@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* [ready] unit tests all worn icons (#72370)
Fixes#71692🆑 ShizCalev
code: Added a unit test for ALL worn icons.
fix: Fixed a bunch of broken worn icons!
/🆑
* [ready] unit tests all worn icons
* Should have fixed most of the failures now
* Here, hopefully that should fix what was left
* Okay maybe it just hadn't been fixed yet
* I can be a bit dumb sometimes
* Okay, now it's going to work, I promise
* I'm so tired of this
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* twacy
* take up less space plz
* Revert "take up less space plz"
This reverts commit 4ece2fb7613ae4e3ae3096d6049576ddebf65dd0.
* Update plushes.dmi
* Revert "Update plushes.dmi"
This reverts commit 93f43f84338aeef0d9091f7ee853445e09157d2b.
* Update plushes.dmi
* Update loadout_datum_toys.dm
* Update plushes.dmi