39 Commits

Author SHA1 Message Date
Ghom 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
FalloutFalcon d74f9ae8d5 generic parent type for both sabre sheaths (#92300)
## About The Pull Request
puts both the grass and normal sabre sheath types under a shared parent
type for shared behavior.
considered subtyping the storage datum but it seemed overkill. can do if
requested.
## Why It's Good For The Game
less copy paste. good if someone wants to add a clay-more sheath for
similar (believe that exists somewhere downstream), would have done it
myself but no sprites.
## Changelog
N/A
2025-07-25 20:14:26 -06:00
SmArtKar 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
/🆑
2025-03-23 19:54:27 +01:00
Ghom b579dcc9c8 Follower hoodies can now be crafted (#89685)
## About The Pull Request
Little band-aid atomized from my WIP refactor. As you can see from the
code comments, it's not a definitive solution, but I can't handle it
properly right now because I have so muh beef on the plate.

## Why It's Good For The Game
Fixing stuff that no one cares about, yay...

## Changelog

🆑
fix: Follower hoodies can now be crafted.
/🆑
2025-03-05 14:25:33 +01:00
Ghom 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
junkgle 593e9173d3 resprites clown mask styles and adds one (#87159)
![Screenshot_108](https://github.com/user-attachments/assets/c0c40aca-ec80-4849-8d24-b6a45df8ed7d)

## About The Pull Request

resprites the existing clown mask styles and adds a new clown mask
style: The Dealer. the old madman mask has been made into an optional
craft: the gamer's wig and mask.

does not resprite already existing default clown mask


![Screenshot_109](https://github.com/user-attachments/assets/99b6fdb9-5e19-4b27-a41c-5902a5b92d27)

## Why It's Good For The Game

resprites are good! and more variety is good too

## Changelog

🆑
add: the Honkmother has decided to bless Her children with a new form!
image: resprited the optional clown mask styles
/🆑
2024-10-15 19:56:39 +02:00
DrTuxedo 531486b995 Curator LIVE Journalism (#86046)
## About The Pull Request
The first Curator now spawns with a **Broadcast Camera**, a normal-sized
item that can be wielded to start a live broadcast to all entertainment
screens across the Station! It also broadcasts sound through a new
Entertainment radio channel that can be spoken into by the Curator. The
broadcast name can be changed by right-clicking the camera.
<details>


https://github.com/user-attachments/assets/cfe2a147-15b3-4a96-85e2-3082376a0e9a

</details>

Also adds a new clothing set to the Heroic Beacon of the Curator themed
around Journalists containing some unique clothing, a microphone, a
Press badge used for shoving into people's faces and crafting more
clothes (like Press armor and helmet), and also a set of 1 TV and 1
entertainment radio in-case station does not have places to watch
Curator's brilliant broadcasts.


![press_drip](https://github.com/user-attachments/assets/ea264e13-01b8-46c4-87cd-6b174bc5b470)
## Why It's Good For The Game
The job of Curator has 3 things it can do:

- Curate Library (lol)
- Explore Space
- **Create News!**

Although the Curator does have extended access to the Newscaster -
that's not enough of content. Inspired by the Combat Correspondent from
the Colonial Marines server - Curator now has a **Broadcast Camera**!
Using it they can show the station what the most important matters that
are going on without lifting the butts of their comfortable chairs.
No matter what Curator will report: Security raiding Medbay? Interviews
of Cargo Techs complaining about Command? Maybe even shows produced in a
studio? Anything really!

Also, entertainment screens will get more use, as right now they only
_sometimes_ broadcast Bitrunning avatars and nothing else unless admins
mess with them.
## Changelog
🆑 DrDiasyl aka DrTuxedo
add: Curator has received a new BROADCAST CAMERA which can broadcast the
surroundings LIVE on Entertainment Screens/ Alongside with some other
Journalism related gear in his Heroic Beacon
sound: Entertainment screens now play muffled speech when hearing a
message on Entertainment frequency
/🆑
2024-08-25 00:21:12 +02:00
YesterdaysPromise 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
necromanceranne 73dfd61634 [NO GBP] Fixes drake empowerment for berserker armor by adding drake remains, which are used to make drake armor and empower the suit (#83700)
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## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/83684

Adds an intermediary item called drake remains, which are used to
construct drake armor and empower berserker armor.

There is no functional balance change here, as the components to make a
drake armor are relatively the same.

## Why It's Good For The Game

I borked it. This is the most reasonable and flexible method to fix the
bug and what I should have done in the first place.

## Changelog

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🆑
fix: Drake empowerment for berserker armor now uses valuable drake
remains, made from ashdrake hides and bones.
add: Drake armor is made use drake remains to construct. (This is a net
neutral to the previous recipe)
/🆑

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2024-06-06 00:54:18 -04:00
necromanceranne c1c43711f3 Mining armor and suit storage cleanup/generalization/modernization (#83437)
## About The Pull Request

### Suit Storage

Makes the suit storage of the various suits consistent across one
another. Now, all the mining suits use a single list which is easier to
maintain.

**The affected suit list is as follows;**

Explorer Suits (and therefore Syndicate Explorer Suits), Goliath Cloaks,
Bone Armor, Drake Armor, Godslayer Armor, Berserker Armor, Mining
MODsuits, H.E.C.K. Suit.

**The list of holdable items is as follows;**

Flashlights, Proto-Kinetic Accelerators, Advanced Mining Scanners /
Mining Scanners, Pickaxes, Upgraded Resonators / Resonators, Ore Bags,
Air Tanks, Spears, special monster organs like Regenerative Cores,
Knives, Proto-Kinetic Crushers, Cleaving Saws (the one that Blood-Drunk
Miners drop), Grappling Guns and Climbing Hooks.

~~It probably doesn't matter too terribly much because you know only air
tanks are going in that slot 95% of the time~~

### Bone Armor and Goliath Cloaks

Bone armor and goliath cloaks both have the same armor values,
environmental protections and coverage as the explorer suit (bone armor
includes the feet due to the sprite physically covering the feet, which
is not a terribly significant balancing point but worth mentioning).

They use the armor plate component to improve the parts of bone armor.
However, they use bone talismans instead of goliath hide to be upgraded.

Goliath cloaks come fully upgraded. You'll see why in a second.

Their recipes are slightly different. Goliath cloaks take nine hides
(I'm so sorry this is for consistency I promise you can't use the
upgrade system with something that deletes its own armor values like
this) and three sinew. Bone armor takes three goliath hides and 6 bone.

### Berserker Armor

Berserker armor can now be improved to the same armor value as drake
armor by using a full suit on both the body and the helmet of the
berserker armor. (Each drake makes two suits, so you need to use up both
suits).

Instead of an armor boost, rage now halves incoming brute damage. Fuck
you, Bubblegum!

### Minor Mining MODsuit Tweak and other armor value changes

The base value for the armor is now 20, rather than 15, so that when it
reaches max ash accretion it has equivalent armor to a fully upgraded
explorer suit. This is only a value difference of 5, but it always
annoyed me seeing it.

All the above mentioned suits also now have a value of about 10 wound
armor. This is because miners do actually experience wounding on
lavaland. Some of the armors had this wound armor. Some didn't. Now they
all do. I don't believe this to have been a deliberate design choice,
but rather, an oversight. Iunno, someone who keeps track of this please
tell me otherwise.

Upgraded suits get a prefix to show they are upgraded. Now, never doubt
whether the miner you are fighting is in a baseline explorer suit or a
riot suit level improved explorer suit ever again!

### Berserker Armor actually covers up clothing/hair underneath properly
and other minor stuff

This is why I started this PR by the way. This one fix. I expand the
scope of my horizons so broadly when I really sit down and PR, don't I?

H.E.C.K. and Berserker helmets can be used for internals. 

## Why It's Good For The Game

There is a great deal of inconsistency with regards to the various
lavaland armor you can find and use. Some armors were wildly inferior to
others and only really having value for aesthetic. Some just seemed to
have oversights that didn't seem quite right. And most importantly, the
actual storage list for mining suits in general were not only
inconsistent in of themselves, but were also not being updated as time
goes on.

Bringing them all into line allows for miners to have a bit of freedom
of choice when it comes to appearance, without it becoming a balancing
sticking point nor a detriment to their effectiveness. It is also much
easier to maintain one list than six or seven lists.

Assuming that the baseline of the explorer suit is a-okay for someone to
possess, goliath cloaks and bone armor should now feel more like
fashionable choices rather than, in some cases, being either a worse or
better choice to take (its bone armor, bone armor is the best of these,
its really good generalist armor). I don't care what effect it has on
the ashlander economy. Neither should you.

The minor tweaks and fixes are just stuff that annoyed me for autism
reasons or were oversights due to changes to the items in question or
the game around it. I doubt anyone but me cares very much about these
minor differences, but I like consistency.

## Changelog
🆑
balance: The various mining related suits now have consistent suit
storage. Try putting a knife into your explorer suit's suit storage
today!
balance: Bone armor work similarly to explorer suits, with similar armor
values and options to upgrade their parts. However, they use bone
talismans instead of goliath hides to upgrade. Magic? Just believing
really strongly that the drake is hitting you slightly less hard because
of the talismans? You be the judge.
balance: Goliath cloaks come fully upgraded. However...
balance: The recipes for bone armor and goliath cloaks are slightly
different. Particularly goliath cloaks, which need a lot more dead
goliaths to make. Sorry.
balance: Mining MODsuits achieve at maximum ash accretion the same
amount of melee armor as an upgraded explorer suit.
balance: These various suits also consistently have wound armor.
fix: Berserker armor properly hides underclothing and hair.
balance: Berserker armor pieces can absorb drake armor to gain their
enhanced protection. Become the warrior of Khorne you've always wanted
to be.
balance: Berserker rage now halves brute damage rather than just adding
Melee Armor to you and your squishy body.
qol: Berserker and H.E.C.K. helmets can be used for internals.
/🆑
2024-06-01 23:48:52 +02:00
YesterdaysPromise e64331f678 Clowns can now make balloon... toys. And also mallets and hats. (#82288)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.


![image](https://github.com/tgstation/tgstation/assets/122572637/2d7ce955-c787-48a5-bfda-4613d2eed837)

## Why It's Good For The Game

Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.


## Changelog

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🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-04-10 23:58:15 +00:00
necromanceranne b602a8138c Watcher wreaths; Normal and Icewing varieties (#82457)
## About The Pull Request

Adds Watcher Wreaths. An item that makes it look like you have a
slightly floating thorn crown that you can make from some of their
material parts (and the icewing crusher trophy for the icewing variant).

The wreath has emissives. They don't do anything mechanically, they're
just for show.


![wreath](https://github.com/tgstation/tgstation/assets/40847847/84b7cf89-2087-4c5c-85c1-d911c2e7ea13)


![image](https://github.com/tgstation/tgstation/assets/40847847/77bcda12-e29f-45f0-ad4a-8f25de12c0ef)


![image](https://github.com/tgstation/tgstation/assets/40847847/da3321bb-b24d-4e60-8648-455483e955d6)

## Why It's Good For The Game

I really like the whole thing with turning lavaland monsters into
trophies and cosmetics. Going down and coming back up looking like
someone who just crawled through a horror movie and took some souvenirs
is great. Stuff like the trophy accessories, bone and drake armor and
many of the various lavaland items have this quality, and it always
amuses me when a tech sees a dressed up miner and just goes 'holy shit,
where did you get that'?

Drip is the ultimate reward for playing miner. Nobody can tell me
otherwise. this is the endgame every miner craves. And I crave a goddamn
crown made from the broken remains of my enemies.

## Changelog
🆑
add: Watcher wreaths. Made from the mangled remains of a watcher, now a
handsome accessory for you to wear a few inches behind your head. Comes
in Normal and Icewing variants.
add: Some bounties for the two variants of watcher wreaths.
/🆑
2024-04-06 15:19:05 -06:00
Thedragmeme 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.


![ge1uucdAYn8xAAAAABJRU5ErkJggg](https://github.com/tgstation/tgstation/assets/81540056/52d66419-4946-4c0e-8061-8b03e6858a53)

![J2YyKAAI2pNXkXCAyMAAI0sAajuhAYE4FeBciufHkQc53Vij1rxorYmNyadxkKAQRo3lII0FBclnqOiQAChACNyZ95l4ER6FWAbFjkcSrxraha5Q7MF6guBHongADNkZcQvt5bkwIhMDACCBACNDCXpbpjItCrAI0JHO8CAQikE0CA0hliAQIQ6EgAAeoIjmwQgEA6gf8Bgzt4GlTrNLUAAAAASUVORK5CYII](https://github.com/tgstation/tgstation/assets/81540056/a2691688-b6e9-493d-99ec-ef729cf6cb06)


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>
2024-03-08 19:37:25 +01:00
DrTuxedo 9f05a79b70 Sec Biosuit craft, more bio-emergency supplies (#80622)
## About The Pull Request

Makes Security bio suit and bio hood craftable using a normal bio
suit/hood and helmet/armour vest.

Adds a box of sterile masks and latex gloves to the bio-emergency crate
from Cargo.

## Why It's Good For The Game

Security bio suit is the only one with different armour values, yet
there is only one for the entire Security department.
By giving them the ability to craft them we give more Security Officers
protection from disease without losing their red colour and armour
(which is worse in bio suits than on their armour vests). This makes
Security more likely to care about roleplaying during outbreaks, like
enforcing quarantines.
This isn't creating any new bio-suits, as to craft a Security bio-suit
you need to acquire a normal bio-suit and some spare armour.

Adding a box of sterile masks and latex gloves to the emergency
bio-emergency crate makes it more useful. There is only 1 box of sterile
gloves and 1 box of latex gloves on all of the stations at medbay at the
moment. This way they can get more sterile masks and latex gloves to
protect themselves from diseases, which is cool to see players caring
about not getting infected and being in fear.
2024-01-07 01:04:17 -06:00
Alexis 4a1b458afd Ports poppy and geranium sprites from beestation (plus flower crowns!!) (#78022)
## About The Pull Request
Ported from
[here](https://github.com/BeeStation/BeeStation-Hornet/pull/5397).
I have for the longest time hated how geraniums and lilies are just a
resprite of poppies, so, with the permission of the original PR author

![image](https://github.com/tgstation/tgstation/assets/20053168/19480651-8924-40c7-b57d-ad4e6f06c6e2)
I present you, plants.

![image](https://github.com/tgstation/tgstation/assets/20053168/fa13cc16-929e-44ec-b4cf-065e06772c21)

![image](https://github.com/tgstation/tgstation/assets/20053168/318cc7c2-8f40-47b7-a6df-562255173027)
## Why It's Good For The Game
No more recoloured poppies, plants have soul now. Also flower crowns are
pretty.
## Changelog
🆑 xPokee, Pirill
add: Added flower crowns, craftable via the clothing menu.
image: Resprited geraniums, poppies, and lilys, along with changing
their worn icon.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-08-31 10:36:39 -06:00
Pickle-Coding 4b4aec191d Adds a crafting recipe for the atmospherics gas mask. (#75476)
## About The Pull Request
Adds a crafting recipe for the atmospherics gas mask, allowing them to
be replaced. It requires a sheet of metallic hydrogen for the frame,
painted with zaukerite via a welding tool in the crafting menu.
## Why It's Good For The Game
Allows atmospheric gas masks to get replaced.
## Changelog
🆑
add: Crafting recipe for atmospherics gas mask.
/🆑
2023-06-07 11:02:54 +12:00
Lufferly 07912a8bd0 Fixes some missing textures on the labcoat suit storage + makes the paper hat a craftable item (#75681)
## About The Pull Request

Fixes epipens, pillbottles, and test tubes having a missing texture when
put into suit storage.
Makes pills and patches invisible on the player when put into suit
storage.
Turns the paper hat into a craftable item, and by extention fixing an
issue where a paper hat would appear on your head when you put paper
into suit storage.

fixes: #69504

## Why It's Good For The Game

Fixes some missing texture sprites, makes it so the paper hat does not
appear on your head when you put it in suit storage.
Pills and patches also appeared on your body when put into suit storage,
which I thought looked weird, since they would be in your pocket or
something.

## Changelog

🆑 Seven
fix: Fixes epipens, pillbottles, and test tubes missing texture when put
into suit storage
fix: A paper hat no longer appears on your head when putting paper into
suit storage
add: The paper hat is now a craftable item
image: Pills and patches are no longer visible on a person when put into
suit storage
/🆑
2023-05-27 22:35:56 -06:00
ChungusGamer666 dff70625e7 Bible refactor (#75350)
## About The Pull Request

This started as a simple addition where burning a bible would curse you,
but then I realized... Bibles aren't even proper books, thus can't be
burned!
So yeah, since that is not necessary due to how atom_storage works, I
reworked that.

## Why It's Good For The Game

Because burning bibles and getting cursed for it is funny.

![image](https://github.com/tgstation/tgstation/assets/82850673/2a8489ce-ecd6-45ee-9eb9-168ff820af65)

![image](https://github.com/tgstation/tgstation/assets/82850673/ebe98ad6-2d0d-4d20-9ea1-5d472d6ca465)

## Changelog

🆑
add: You can burn bibles now! But heresy has a steep cost...
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-05-15 04:27:43 +00:00
Thunder12345 0e70a14d24 Adds The Sturdy Shako (HoS Hat) (#74277)
## About The Pull Request

Adds a new craftable HoS shako, made from the standard peaked cap and
some plasteel and gold.


![shako](https://user-images.githubusercontent.com/5479091/227799392-ad2ea145-5c58-45d7-8763-a76e9323ec09.png)

Moves the HoS cap into a subtype `/obj/item/clothing/head/hats/hos/cap`
to avoid catching the beret in the crafting recipe, the base type
`/obj/item/clothing/head/hats/hos` is now a generic subtype which should
never exist.

(Yes there's a TF2 reference included with the hat)

## Why It's Good For The Game

Adds an additional level of style for an HoS willing to put a little
effort into gathering the required materials. As it is crafted as a
one-to-one trade with another headgear there is no additional spare
headgear introduced.

## Changelog
🆑
add: The Nanotrasen Costuming Department has released specifications for
how to convert the Head of Security's cap into a shako.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-03-27 13:37:51 -06:00
tattle 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>
2023-01-23 10:45:27 +01:00
Andrew 0818d6ae4c Crafting/Cooking menu update (#71779)
## About The Pull Request

Updated crafting menu, adding a lot of new functions and recipes that
were not in the crafting menu before.

<img alt="cult"
src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG">

<img alt="nH77dLyyGx"
src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">


![image](https://user-images.githubusercontent.com/3625094/206623881-12d8abfc-de5e-458e-a01c-3daac8dbe9bd.png)


https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4

## Why It's Good For The Game

It is easier to use, and it has a lot of recipes that were spread
throughout the game, some of which weren't even on the wiki.
Crafting and cooking now count about 1200 recipes in total, including
conditionally available ones.

## Changelog

🆑
qol: Rewrote the crafting/cooking menu UI
qol: Split crafting and cooking menus in two different menus
qol: Crafting is no longer blocking the entire UI, only the "Make"
buttons are disabled
qol: Added stack crafting recipes to the crafting menu
qol: Added cooking recipes that were absent in the crafting menu before
(tool recipes, machine recipes, reactions)
qol: Added option to search recipes by title
qol: Added option to filter recipes by required materials/ingredients
qol: Added food types to the cooking menu, highlighting diet of your
species (liked, disliked foods)
qol: Added total nutrition value of the result to the cooking menu
qol: Added option to filter cooking recipes by the food type of the
resulting food
qol: Added "Can make" category that lists all currently craftable
recipes throughout all categories
refactor: changed categories and reshuffled some items in them
code: Reagents now have default container to get an icon from the
reagent datum
code: Objects now have `desc_controls` var for OOC information about
mouse controls that are visible on examine, but not in the description
fix: Fixed alignment on many food icons
fix: Fixed missing icon for beef stroganoff
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2022-12-25 12:27:49 -08:00
Andrew 590847bdf7 Biogenerator tweaks, leather makes more belts and clothing (#71175)
## About The Pull Request

### Revamped the biogenerator UI:


https://user-images.githubusercontent.com/3625094/200973283-b703f21b-c747-493e-98d9-043eef86d410.mp4

### Changed biogenerator icon to use layers and see the biomass level:


https://user-images.githubusercontent.com/3625094/201396065-caeaa412-6676-46f6-875e-efa2dca34985.mp4

### Biogenerator rebalance:

- Now you don't need the beaker to print solid products.
- Biogenerator now accepts all food, not just plants.
- Biogenerator now treats all nutriment subtypes as nutriments, so
vitamins and proteins also turn into biomass.
- Biomass now has the same units as other reagents (you get 5 biomass
from 5 nutrient with tier 1 parts).
- Doubled the cost of all items and reagents. (biomass generation
reduced by 10 and prices - by 5)
- Chemicals output amounts are now in units and you can select how much
you want to output exactly. It will not let you specify more than the
size of container or above 50 units with one button click.
- Reduced the amount of stored items and introduced a limit to the
biomass, both tied to the matter bin tier.

### Recipes changes:

Made biogenerator more dumb by moving the clothing out from the
biogenerator designs, and extending leather recipes instead.

The biogenerator is a grinder/recycler style machine so it doesn't make
sense that it outputs clothing.
Also you need to make leather to craft the toolbelt, while you can't do
the same to craft job-specific belts.
Now you can print leather in biogenerator and craft the leather clothing
by using the leather in-hand.
And the rice hat is now crafted from bamboo, instead of biogenerator.

Also added paper to the biogenerator recipes as it makes stuff from
cellulose and barely anyone knows that you can craft paper from 1 log
and 50 water. And paper is needed in large quantities to craft some
items, like paper frames.

And it doesn't output a pack of rolling paper. It's dumb now. It prints
the rolling paper sheets instead.

## Why It's Good For The Game

Biogenerator had terrible UX and backend logic. I didn't improve much on
BE though, but now it should be less frustrating to use.

Also I hate how biogenerator is superior to all other means of obtaining
its products. It doesn't make sense to grow and grind wheat, for
instance, when you can just throw shit into biogenerator and get the
flour fast. And the costs are ridiculous - you can get a couple of
bottles of fertilizers just from one medium potato.

It honestly begs for more nerfing, at least to make the nutriment -
chemicals exchange rate 1:1.

The reason for the biomass cap is because people use it as a sink for
veggies and generate infinite biomass. Maybe the limit will make them
care more about the part upgrade and offload some of the veggies to the
fridge for the Cook.

Also it was weird that biogenerator could tailor some things, while
others have to be crafted in-hand. Now you can print leather and craft
all types of belts and leather clothing.

## Changelog
🆑
refactor: biogenerator UI revamped
qol: biogenerator no longer requires beaker for materials, monkey cubes
and nori
balance: biogenerator accepts all food, not just plants
balance: biogenerator treats all nutriment subtypes as nutriments
(vitamins, protein, etc.)
balance: biogenerator product prices doubled
balance: biogenerator biomass storage is limited depending on the level
of matter bins
balance: cowboy boots recipe moved from crafting to leather recipes
balance: leather clothing & belt recipes moved from biogenerator to
leather recipes
balance: rice hat recipe moved from biogenerator to bamboo recipes
balance: biogenerator now outputs rolling paper sheets instead of a pack
add: biogenerator can now print paper
imageadd: biogenerator icons now use overlays, have emissive layer and
indicate the biomass volume
/🆑
2022-11-21 20:57:13 -08:00
Twaticus c7dde06668 [MDB Ignore]Hats DMI split (#70060)
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi
2022-10-06 21:37:06 -07:00
ArcaneMusic 2c402a7021 Adds IPC themed helmets. (#68326)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-07-17 03:45:28 -07:00
Twaticus f0a78409d8 [MDB Ignore]Suit DMI split p1: Mob icons (#68417)
Co-authored-by: TWAT <twaticus.tg@gmail.com>
2022-07-17 01:18:20 -07:00
ArcaneMusic 97db76f853 Cleans up crafting time defines. (#68354)
* Fixes crafting time defines

* Fixes comments, and ya know what? Autodocs it too.
2022-07-13 14:17:00 -05:00
Ebb-Real e5909ce738 Bandana GAGS follow-up (#66605)
A lot of bugs came to my attention with bandana dyeing after #65760 was merged. This should cover all of them.

fixes #65947, by making you unable to dye bandanas while they are adjusted. You also can't dye bandanas that have skulls or stripes on them since that causes all sorts of problems with GAGS and switching from multiple layer to only 1 and same thing reversed.

When you dyed a bandana and then adjusted it into a neckerchief and back it would reset its name to what it was originally before being dyed. This was because it used the initial proc. I fiddled around with trying to catch the dyed name in a var but it would get way too complex and unnecessary so I came up with the idea to just make a visual change instead of name change, by making the bandana slightly wider like a neckerchief would be when adjusted.
2022-05-08 10:24:44 -07:00
Ebb-Real a2f7842d04 Bandana GAGS: craftable, dyable and customizable + bandana neckerchief refractor (#65760)
expansion: You can now dye bandanas with washing machines and customize bandanas from inside the clothesmate.
2022-04-03 04:25:31 -04:00
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
Celotajs 574c81a143 Resolve chameleon GAGS item issues (#58808)
This PR fixes issues with the chameleon jumpsuit and sneakers. In addition to that, it properly defines setting for GAGS worn and inhand icons instead of having them be in Initialize() for specific item types. Names for the prisoner jumpsuits and wheelys have also been reverted to how they were before the GAGS PR.
2021-04-30 22:16:18 -07:00
Celotajs fb2d71495b Convert jumpsuits, jumpskirts and sneakers to GAGS (#58514) 2021-04-25 17:01:36 -04:00
Rohesie 0061b88441 Improves crafting code a tiny bit (#56937)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-17 21:42:24 -08:00
ArcaneMusic 92902a798e Adds a new security bounty and tweaks existing security bounties. (#55952)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-01-09 11:23:30 -08:00
Fikou 0d4812a840 Fix science glasses removal recipe (#51211)
It used beer goggles instead of science goggles. Now it uses science 
goggles.
2020-05-23 23:45:32 -07:00
Flint c7e7e2ac97 The separation 2020-01-21 16:48:31 -06:00
Rob Bailey 6a26744d83 Clothing /under repath (#45548)
About The Pull Request

repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game

improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog

cl
refactor: repathed all under clothing, keep an eye out for errors
/cl
2019-07-30 19:20:21 +12:00
nemvar 876db778a7 Durathread and loom changes. (#45261)
* Reworked loom and cloth

* newline

* Removes unneeded .=

We were returning TRUE regardless.
2019-07-21 17:40:00 -07:00
Krysonism 1edc7fb582 Add cowboy boots! (#44880)
This PR adds 6 new types of cowboy boots. Brown, black and white
cowboy boots have been added to the clothesmate. Two types of lizard
skin boots can be crafted, these boots can then be exported for money.
An additional pair of fancy boots are currently unobtainable, but will
be part of a future project. Cowboy boots can now act as shelter for
some type of snakelike creatures, fill a pair with snakes as a prank
or harebrained assassination plot.
2019-07-05 12:08:22 -07:00
Razharas c55145299a Componentizes menucrafting (#44221)
Fixes menucrafting opening a new window when finishing construction
2019-06-04 17:01:45 -04:00