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mayfools
13
Commits
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50499dba9a |
Adds opium and meth rocks! (#92699)
## About The Pull Request <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> |
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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. /🆑 |
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8e667c7c7d | Monkey plush (#91154) | ||
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d9ef15ec5c |
Cleans up crafting code, fixes multiple bugs (#90157)
## About The Pull Request Cleaned up an unnecessary proc on base crafting datum, fixed balloon sutra-exclusive items being craftable by anyone, air sensors being only craftable via search, crafters adding a second comma when failing to craft something and missing capitalization in slapcrafting errors. ## Changelog 🆑 fix: You can no longer craft balloon armor and weapons without knowing Balloon Sutra fix: Air sensors now show up in atmospherics category spellcheck: Fixed grammar/capitalization in crafter/slapcrafting error messages code: Cleaned up some crafting code /🆑 |
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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):  ## 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. /🆑 |
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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.  ### 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. /🆑 |
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b5fa92d691 |
Adds Medieval Pirates (and small assault_pod change) (#82392)
## About The Pull Request (short, slightly outdated video compilation of the pirates) https://youtu.be/j9BNFzcUSjc Adds the **MEDIEVAL WARMONGERS** pirate gang, these pirates are focused on causing chaos directly on the station with the use of melee weaponry and swarming tactics. they are not very smart when it comes to using technology, so they crash in the station in an attempt to dock. the pirates spawn with the NOGUN trait as they have never used guns before but have access to dashing and the unbreakable component(small heal burst upon reaching crit). Warlord spawns with a better version of hulk(isnt removed upon crit and can still do stuff while critted) and gigantism mutation by default because ~~Chad Maximus~~ the other pirates require someone to run to when stuff like flashbangs, batons or lasers are present. The warlord spawns with a boarding axe which is a better axe that is good at destroying things and a meat hook. **there's a total of 5 pirates.** the pirate shuttle has: - thermite barrel and 3 large beakers - single weak claymore - 3 extra military spears - 3 kite shields - 3 heavy bolas - 4 regular bolas - a stack of wood - 2 stacks of mourning poultice (15 uses each) - one burn medkit **shuttle was made by striders18, big thanks to him**  things added: - the new pirate gang - a gamberson jumpsuit - crude armor (good melee and wound protection but lacks on the rest) - warlord armor (extreme protection at the cost of slowdown) - a shortsword(bootleg claymore with 30 block chance and goes on belt instead of back) - military spear (better at throwing, better wounding, deals blunt wounds instead of sharp) - axe with better damage and demolition mod for the warlord - a var to specify the name of the landing zone destination for the assaultpod - an assault pod targeting device item for the medieval shuttle - a thermite barrel - kite shields - new hulk variant that doesnt go away when crit and has tenacity ## Why It's Good For The Game I always liked the chaotic nature of the russian bounty hunters that would come from their extra numbers and lack of tools. i thought something of a similar idea on pirates would be good, a very direct and scary militia rushing in with sword and faith would create some awesome scenarios ## Changelog 🆑 add: New heavy weight pirates, medieval warmongers add: Adds military spear, shortsword, boarding axe, kite shields add: Adds warlord and crude armor add: Adds medieval shuttle (made by striders18) /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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f86004ef73 |
Moffers Crafting Recipe (#81829)
## About The Pull Request Adds a crafting recipe to make Moffers clown shoes, using 2 mothroach hides and 1 pair of clown shoes, to the entertainment section of the crafting menu. Only the basic clown shoes can be used to make it, so other clown shoes like meown shoes won't work. https://github.com/tgstation/tgstation/assets/105574010/527424d7-107b-4a62-aa29-92056be2b136  ## Why It's Good For The Game Creates an additional use for mothroach hides so that they're not only for making moth plushies, giving another mechanical reason to butcher mothroaches. This will also allow the clown to psychotically pull the hide of a mothroach over each of their shoes and parade them around proudly to the horror of anyone watching. ## Changelog 🆑 add: Added Moffers as a crafting recipe in the entertainment section. /🆑 |
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e4082228ff |
Blesses the codebase with Blahaj (#81862)
## About The Pull Request Adds the Shark and Shork Costume to the game, craftable via carp scales. In addition, adds the ability to use a shark costume to craft a shark plushy.   It is five carp scales and five leather to craft the shark costume, take the costume and craft it with wirecutters to make a shork costume. Take a shark costume, 10 cotton, and five cloth to craft a shark plush. ## Why It's Good For The Game Good and funny costumes that give an additional use to pre-existing crafting materials = good Giving players another way to craft the shark plushie = good Todo: - [x] Make sure shit wont break - [x] Add the crafting recipe for the costume - [x] Add the crafting recipe for the shark plushie - [x] Profit?? ## Changelog 🆑 Drag add: Adds the Shark and Shork costume. Blahaj lovers rejoice! /🆑 --------- Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com> |
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199c250975 |
Reworks gym equipment (#75389)
## About The Pull Request Gym equipment are currently ported from Goon code, and I didn't like how it currently worked as it was buggy and the code was a mess. I decided to just rework how they worked entirely. I left the parts that weren't Goon code (like tooltips & deconstruction) alone because it's not goon code and I think it's fine that way. - Now you buckle yourself to it (like a chair, I didn't like how it didn't work like one) and can work out with an action button you get on buckle, you can do as many sets as you want, then unbuckle & go. - You aren't hardstunned for 8 seconds for clicking on it anymore, you aren't flying around because the stun doesn't even last the duration of the animation anymore. Video demonstration https://github.com/tgstation/tgstation/assets/53777086/f5ae86f1-65fb-46c6-8a5f-8f9d9f0548b3 ## Why It's Good For The Game Reworks old code Removes un-documented Goon code Makes gym equipment less broken than it currently is. ## Changelog 🆑 qol: Gym equipment was reworked. You now buckle yourself to weight machines to use them, rather than clicking on it and getting stunned for a few seconds. It also means it works like a chair now. qol: Gym equipment no longer breaks a sweat in no gravity. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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bd4392ab74 |
New inhand icons for light tubes, makes latex balloons craftable, and various other fixes/improvements (#74576)
## About The Pull Request This ended up turning into a bit of a junk drawer of a PR I'll admit, but there's really not a whole lot to it. There are three parts: ### Part I - Inhand sprites for light tubes. Adds inhand sprites for light tubes. No more cardboard tube placeholder. This is self explanatory-they have unique sprites for all 3 states (normal, broken, and burnt out). The broken version has sharpness now. Also refactored light_items.dm a bit, it was using a bespoke proc called `update` to do icon updates. Now it has been _updated_ to use `update_appearance` instead.  ### Part II - Latex Balloons Latex balloons, a very old piece of code that was full of typos, has had some life breathed back into it. It is a fun little item, and I saw no reason to let it rot. It can now be crafted using a latex glove and some cable. Also, you can pop them using anything sharp... such as a broken light tube! Aha! We've come full circle.  ### Part III - update_inhand_icon proc A new atom helper function, `/atom/proc/update_inhand_icon(mob/target = loc)` I was struggling to find an existing proc that could update inhand icons of a mob that was holding any given atom, without necessarily having a ref to the mob yet. So I ended up writing one that did that, and finding the spots in the code which were using a similar way of doing it (that is in fact how I stumbled upon the latex balloon item). ...........But then Iearned of the `/datum/element/update_icon_updates_onmob` component and ended up using that instead. There are still some very niche cases where you might not be able to use the component where the proc would come in handy however e.g. in transforming.dm--and if anything, I think it could serve as a good spot to leave a comment informing would be users of `update_icon_updates_on_mob` as an alternative. For that reason especially I thought it worth keeping. ## Why It's Good For The Game New inhand sprites, and a fun little craftable balloon. What's not to like? ## Changelog 🆑 add: latex balloons can now be crafted using a latex glove and some cable. You can fill them with air using a tank. They also have a new sound effect. imageadd: light tubes have a new inhand sprite fix: broken light tubes now actually have sharpness to them as they are basically spikes of glass. refactor: refactored latex balloon code /🆑 |
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c2f6a4408d |
Fixes toilet bongs, and fixes a serious bug in the crafting system (#72893)
## About The Pull Request The PR everyone has been waiting for...fixed toilet bong crafting. Now you can craft them just as before using the new crafting system.  In attempting to fix this I encountered one of the gnarliest, nastiest, meanest and most infuriatingly difficult to debug bugs I have come across so far. And it's existed for as long as the crafting system has, but due to unique circumstances it has been allowed to go unnoticed this whole time. Technical details below. Full list of changes here: - crafting recipes can now contain structures as part of their requirements - removed deprecated var 'additional_req_tex' and changed text to use the 'steps' list instead so they actually show in the gui - toilet bongs are now passable terrain like normal toilets are - fixed an atrocious bug with crafting that was by pure coincidence not causing any problems - this bug would prevent any recipes that did not contain a material from deleting properly - this bug would also cause any recipes that are supposed to use but not consume machinery to consume them regardless --- Basically, the bug that took me hours upon hours of debugging and head-scratching to find is this: from crafting.dm: ``` main_loop: for(var/path_key in requirements) amt = R.reqs[path_key] || R.machinery[path_key] if(!amt)//since machinery can have 0 aka CRAFTING_MACHINERY_USE - i.e. use it, don't consume it! continue main_loop ``` specifically this line: `amt = R.reqs[path_key] || R.machinery[path_key] ` The culprit ended up being that if you do machinery[path_key] on an empty list, it can lead to very unexpected behavior (see: EXITING THE FUNCTION without actually doing anything). I spent so much time thinking that item deletion wasn't working because amt was being set to 0, false, or null perhaps when no, it wasn't that. The function was just exiting out even before the (!amt) check due to the atrocities committed by someone before me. Setting amt = `R.reqs[path_key] || R.machinery[path_key]` on the other hand always evaluates to a positive integer (either the successfully retrieved reqs amt, or a 1 from the OR expression). It was only by coincidence that the code did what it was supposed to, because: 1) Every single recipe has R_reqs, so the first part will never cause the function-exiting failure because the list is never empty. 2) As for the second part of the expression, there are no recipes that make use of CRAFTING_MACHINERY_USE, so the fact that machinery[path_key] was never actually being accessed and thus set to a var (which is what causes the function to exit) didn't matter. So these two things together have basically allowed a really bad bug to go unnoticed this whole time. I only noticed it because when trying to add a third part to the expression it just did not work at all how you would expect. The solution is rather simply to add a check like so: ``` main_loop: for(var/path_key in requirements) amt = R.reqs?[path_key] || R.machinery?[path_key] if(!amt)//since machinery can have 0 aka CRAFTING_MACHINERY_USE - i.e. use it, don't consume it! continue main_loop ``` Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/18732 . ## Why It's Good For The Game Fixes a bug with crafting that would inevitably torment someone else as soon as they tried to add the right kind of recipe, if that hasn't already happened by now. <details> <summary>Toilet bongs are back baby!!</summary>  </details> ## Changelog 🆑 fix: toilet bongs crafting recipes fix: fixed crafting itself refactor: cleaned up some old code in the recipes file, added support for structures in recipes /🆑 |
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57e88e6091 |
Crafting fireaxe cabinets, mech removal cabinets, and mirrors (#72856)
## About The Pull Request Breaking down #72371 because it's... unreasonably large. So this PR splits the crafting recipe file, and adds 3 new recipes for fireaxe cabinets, mech removal cabinets, and mirrors. ## Why It's Good For The Game Wallening compliance, and more of me on my shit breaking down long files. ## Changelog 🆑 Tattle qol: fireaxe cabinets, mech removal cabinets, and mirrors can now all be crafted /🆑 Co-authored-by: tattle <article.disaster@gmail.com> |