Commit Graph
18 Commits
Author SHA1 Message Date
JacquerelandGitHub 9fb7c20daa Cargo can buy more presents at Christmas time (#94251)
## About The Pull Request

Last Christmas we had and resolved this bug #88595 where via the
mechanic of buying random trash, Cargo could roll on the roulette to try
and get random Christmas presents and open them for random items.
This was removed because it's not supposed to work that way and was a
way of exploiting Christmas cheer for personal gain, which is grinchsome
behaviour.

That said, being able to order Christmas presents is also kind of
soulful, so this PR brings that mechanic back but on purpose this time.

During the Christmas season _only_, Cargo can spend 3000 credits of
their budget to order a "Surplus Christmas Gifts" crate which contains
4-6 presents _with pre-assigned recipients_.
In a similar system to addressed mail, only the person written on the
gift tag can open the present, so unless you're sufficiently scroogeous
to collect a huge pile of presents on the cargo room floor in hopes of
getting a couple with your name on (in my testing these contained raw
unbaked croissant dough, and a piece of paper from a space ruin) you
should mostly be using this to deliver generalised holiday cheer to the
crew rather than just yourself.



This PR also contains (maybe as more lines than the actual feature) a
refactor changing a bunch of boolean vars on `/datum/supply_pack` into
bitflags, because I needed to add one more and it seemed silly to have
so many booleans.

## Why It's Good For The Game

It allows those with the yuletide spirit to deliver some christmas cheer
to their fellow man, isn't that the season's reason?

## Changelog

🆑
add: When the game considers it to be Christmas, Cargo can order
additional Christmas gifts pre-addressed to random crew members.
/🆑
2025-12-12 02:10:31 +11:00
tonyhawqandGitHub e5d40d3cfe Adds a golf cart to cargo (#92688) 2025-10-21 16:07:20 -04:00
TimandGitHub cfa838fee7 Fix shuttle engines anchored state not matching engine_state (#91345)
## About The Pull Request
Building a shuttle engine from a circuit has a misaligned state where
you can weld it immediately because it thinks the engine is already
anchored when it is not. This results in welded engines being able to be
dragged and moved around.

## Why It's Good For The Game
Bugfix.

## Changelog
🆑
fix: Fix shuttle engines built from a circuit board having it's
`anchored` state not matching the correct `engine_state`. This would
consider the engine to be anchored already when it was not and allow
someone to weld it despite it being able to be dragged and moved around.
/🆑
2025-05-26 20:23:46 +00:00
cbc3350224 Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request

This incredibly detailed PR adds the ability to construct custom
shuttles, which function similarly to whiteships.

To construct a custom shuttle, you need the following items:
- Shuttle frame rods
These rods can be hand-crafted by using 5 rods on 1 sheet of titanium,
or printed at a sci/engi/cargo lathe after researching the Shuttle
Engineering techweb node.
Lattices built with these rods, and catwalks/floors built on top of
these lattices, are valid for shuttle construction.
- Shuttle engines
Did you know shuttle engines have boards that weren't normally
obtainable? Well the board for one specific engine type is now available
from the sci/engi/cargo lathe after researching Shuttle Engineering. Of
course, the old options remain. You can steal engines from other
shuttles, including escape pods (it's not like engines are strictly
necessary for *those* shuttles anyways). Alternatively, the shuttle
engine supply pack is no longer locked behind the purchase of the BYOS.
- Flight Control & Navigation Console boards
These boards are printed at the sci/engi/cargo lathe after researching
the Shuttle Engineering techweb node.
If built on a custom shuttle, it will automatically link to it, unless
the shuttle already has such a console.
If built on a turf that is valid for custom shuttle construction, it
will automatically link to any shuttle constructed from or expanded with
that turf.
- Shuttle blueprints
Standard shuttle blueprints can be printed at the sci/engi/cargo lathe
after researching the Shuttle Engineering techweb node.
A cyborg upgrade granting access to a shuttle blueprint database can be
printed at the exofab after researching the aforementioned node.
Crude shuttle blueprints can be crafted by hand with a sheet of paper
and either a rainbow crayon or 10 uses of a blue crayon or spraycan.

If Science won't research the tech, you can also buy a goody pack
containing a flight control board, a docker board, two engine boards,
and a set of shuttle blueprints for 1200 credits, if you have aux base
access.

A shuttle can be constructed atop any continuous region of turfs
containing a shuttle rod lattice or a catwalk/tile built upon such.
Currently, this region cannot intersect any area other than space,
lavaland, the icemoon, or the station asteroid. Preexisting custom areas
can be included in the construction of the shuttle, but only if every
turf in the custom area is valid for shuttle construction.

In the shuttle blueprint UI, you can toggle a visualizer to display
which turfs fulfill all of the aforementioned conditions.

The following video goes through the basic process of shuttle
construction.


https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee

The blueprint used to construct the shuttle will be its master
blueprint. The master blueprint can be copied to other blank shuttle
blueprints (or to engiborgs with the shuttle database upgrade), and
allows the holder to perform a christening ritual on the shuttle to
rename it.
If a shuttle's master blueprint ceases to exist, a blank blueprint can
be linked to the shuttle to become the new master blueprint, or an
existing blueprint associated with that shuttle can be promoted to the
master blueprint.

Once constructed, the following options are available from the blueprint
UI to modify it:
- Create Area
Convert a continuous open area of the shuttle into a new area with the
name written in the above text input. This operates very similarly to
regular area construction.
- Rename Area
Change the name of the area you're currently in to the name written in
the above text input.
- Expand Area
Add a continuous open area of the shuttle to the neighboring area
selected from the dropdown to the left. This operates like regular area
expansion.
- Expand Shuttle
Expand a shuttle with valid frame turfs as defined above. These turfs
must be physically connected to the shuttle.
- Remove Area
    Remove an area, giving its tiles to the default shuttle area.
- Cleanup Empty Space (implemented after the above video was recorded)
Removes all completely empty turfs from the shuttle. If all the turfs in
one of the shuttle's areas were removed, that area is deleted. If
absolutely no turfs of the shuttle remain, the shuttle itself is
deleted. Due to the ability for this action to delete the shuttle, only
the master blueprint can do it.

As mentioned above, the shuttle's master blueprint can be used to
christen its associated shuttle. To do this, fill a glass drink bottle
with some amount of reagents, then hit it against one of the shuttle's
walls from outside while holding the master blueprint. You will be
prompted to enter a new name for the shuttle. The variety of things that
can happen while inputting a new name can cause the christening rite to
fail in one of several humorous ways.

### Optional (Unless specifically requested by a maintainer) Todo's
- [x] A way for shuttle circuits to be obtainable without techweb nodes
- [x] A more convenient way to carry around shuttle engines or the means
to deploy them
- [ ] A shuttle construction guide available as a reference book
- [ ] Allow boards to be linked to shuttles before construction so they
can be used outside the shuttle

## Why It's Good For The Game

Shuttles have been part of the sandbox for an incredibly long time, but
their limited accessibility has rendered them the exclusive territory of
lucky space explorers or the few antagonists who get one off the bat
(nukies and pirates). Giving players the means to construct shuttles to
their liking opens up a variety of possibilities for gimmicks for antags
and non-antags alike.

Besides the applications for antaggery and crew-sided gimmicks, this
provides side content for several departments to engage with during the
relatively-frequent periods of time where they have little else to do as
part of their intended roles.

With respect to engineering, if the station isn't actively being
damaged, the supermatter is in perfect working order, and nobody is
clamoring for machine upgrades, engineers have little else to resort to
other than construction projects. While the BSA station goal provides an
incentive for engineers to construct dedicated rooms for the cannon, it
will not necessarily be available every round. Custom shuttles not only
provide such a construction project to pursue, but provide the rare
opportunity, as well as a very good reason, to set up an independent
power network, complete with its own power source.

While atmos techs have a lot to do with gas mixing and the crystallizer,
they rarely get the opportunity to set up working life support systems
outside of repairing the ones that get blown up. Custom shuttles will
frequently start with no air, and unless the design settled upon is an
open floor plan, it will have several independent chambers that cannot
so easily be profused with a proper airmix by just opening a canister.
Furthermore, if the air in a custom shuttle gets messed up, a proper
scrubber and distro network is a significantly less tedious method of
rectifying the problem than cleaning the air manually with portable
scrubbers and pumps.

Scientists, it can be argued, with their access to RPDs through
ordnance, have similar opportunities to atmos techs, even though the act
in and of itself is not exactly part of their duties. But compared to
the other job content they could be working with after they've completed
most of their gameplay loop, custom shuttle construction is a
substantially more active endeavor. And I know how much people complain
about late-game science content just being sitting around at a console
and making gamer gear. Roboticists can have a part to play in this too.
They can put their mech RCDs to a use other than 2D topdown Fortnite,
and with the shuttle database upgrade, they can help interested cyborgs
get in on the action.

Cargo is yet another department known for having significant amounts of
downtime during a considerable number of rounds. If every other
department has gone through their initial rounds of departmental orders,
and there isn't an active need for cargo to order lots of one thing or
another, cargo techs have little to do besides mail (at least on the
days where there **is** mail to deliver). Usually, if cargo techs do, in
fact, do something as a department when not presented with more pressing
duties, they order guns and other contraband. As funny as this is,
there's not a lot of variety in how this behavior manifests. With custom
shuttles, cargo can use their free time to plan, and execute, a unique
collective expression of design sensibilities, not limited by the size
and shape constraints of the cargo bay itself.

## Changelog

🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR
inspired the implementation of these changes)
add: Shuttle blueprints, the tool used to construct and modify custom
shuttles. Print a set at a science, engineering, or cargo techfab after
researching Shuttle Engineering, or craft a crude set from the crafting
menu.
add: Shuttle blueprint database upgrade for engineering cyborgs,
printable from the Exosuit Fabricator after researching Shuttle
Engineering. A version of shuttle blueprints designed for use by
cyborgs.
add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft
by using 5 rods on 1 titanium sheet, or by printing them at a science,
engineering, or cargo techfab after researching Shuttle Engineering.
add: Custom shuttle flight control and navigation boards, printable from
a science, engineering, or cargo techfab after researching Shuttle
Engineering.
add: Shuttle engine boards can be printed from a science, engineering,
or cargo techfab after researching shuttle engineering.
add: The shuttle engine supply pack is no longer locked behind the
purchase of the Build Your Own Shuttle kit.
add: Shuttle Construction Starter Kit goodie pack, containing a set of
shuttle blueprints, flight control and navigation console boards, and
two engine boards, can be purchased from cargo for 1200 credits.
Requires aux base access to purchase.
refactor: Shuttles now keep track of what areas are underneath each of
their individual turfs, so that the areas left behind on movement are
consistent with what they were beforehand.
refactor: Shuttle ceilings now place themselves down as baseturfs,
instead of only appearing if the turf above is open space.
/🆑

---------

Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-02-23 17:18:43 +11:00
Joshua KidderandGitHub e024533e44 Makes meteor shields buyable during any round, not just meteor shield station goal (#86561)
## About The Pull Request

Meteors range from pain in the ass to an apocalyptic annihilator of the
station, depending solely on RNG. Meteor shield network is the only way
to buy meteor shields, which are incidentally the singular counter to
meteors, especially bluespace meteors.

Even if you buy them, they're arduous to set up, so a lot of times
people just... don't. They also don't know how they work, which I'll
explain here; they destroy meteors within fourteen tiles.

In any case, this changes the meteor shield crates to be buyable during
any round, not just the meteor shield network station goal.
## Why It's Good For The Game

Letting people choose to go to the lengths to set up meteor shielding
even if it's not the station goal is another avenue for them to prevent
a random event from ending the round -- if they do it right, anyway.
## Changelog
🆑 Bisar
balance: Meteor shielding is now purchasable at cargo even if it isn't
the current station goal.
/🆑
2024-09-20 19:02:29 -04:00
YesterdaysPromiseandGitHub aad0bdfc0d The Cratening: Several crates for several corps! (#85890)
## About The Pull Request

Originally wanted to include those with syndicate-corp themed gear for
nukies, but... I think this might be an useful thing for mappers in
general, and with the wallening hitting, I reckon they will be going
around stuff a lot, so!

most of them pictured!
![Interdyne
1](https://github.com/user-attachments/assets/d84fc8ec-c589-4285-a034-e95323dec168)


## Why It's Good For The Game

Adds representation of several lesser known corporations and a nice
touch of flavour to add to places for mappers!

## Changelog

🆑
add: Added crates of the following varieties; Interdyne, Interdyne
freezer, Tiger Co-Op, S.E.L.F. MI13, A.R.C., Cybersun (4 colour
variants), Waffle Corp, Donk, Gorlex, Gorlex weapons, DeForest, Nakamure
Engineeing, Robust Industries
/🆑
2024-08-24 12:35:19 -04:00
jimmylandGitHub 3fc1503fbd portable gravity machine (#85694)
## About The Pull Request



https://github.com/user-attachments/assets/98aa2177-ee0f-48d0-bbd4-83d01e688b54


it makes gravity in a radius
you may order it from cargo
may take power from wire instead
## Why It's Good For The Game

good for like space bases and stuff

## Changelog

🆑
add: portable gravity unit, bought at cargo
/🆑
2024-08-17 21:12:38 +02:00
0db2a23faf Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.

The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.

This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.

Thanks to Meyhazah for the megacell icon sprites.

## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.

The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.

This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.

## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-06-25 00:32:19 +00:00
oldyezeroandGitHub db5cb5b801 Chief Engineer turtlenecks and garment changes. (#81872)
## About The Pull Request
Adds the Chief Engineer's turtleneck and turtleneck skirt to the game,
and makes them and the Chief Medical Officer's turtlenecks available
from round start.

![fakes
lolas](https://github.com/tgstation/tgstation/assets/95556698/e760448f-db09-4aed-a121-d1195da2d950)

## Why It's Good For The Game
Provides more clothing variety for the Chief Engineer and makes the
turtlenecks more accessible to the Chief Medical Officer.
## Changelog
🆑 myraowo
add: Added the Chief Engineer's turtleneck and turtleneck skirt to the
game.
add: Added the Chief Engineer and Chief Medical Officer's turtlenecks to
their respectives garment bags.

/🆑
2024-03-21 11:12:24 +01:00
Derpguy3andGitHub ce34635a9f Adds a missing servo into the MK1 Ripley crate ordered from cargo (#81587)
## About The Pull Request
So cargo can order a box containing all the components you need to build
a ripley mech from the ground up.

Except a servo, which is required in the building process, and is needed
for the mech to move around anywhere.
This adds the missing part, so that the only thing you need is metal and
tools. (And a battery.)
## Why It's Good For The Game
If you order a crate containing (almost) all the components you need to
build a mech, and its missing a key part, I wouldn't call that a very
complete set. So having the servo included makes it complete.

Also, the chances are this crate was forgotten about when the servos
became a needed part of mech construction, so this fixes the
consistency.
## Changelog
🆑
fix: Adds a missing servo component into the MK1 Ripley Crate ordered
from cargo.
/🆑
2024-02-21 19:06:27 +01:00
fec7ccc6fd The Coupon Master PDA app (#80240)
## About The Pull Request
This PR adds a new PDA program to the supply category, which allows
users to redeems coupons for various cargo packs (mostly goodies), like
the ones also found at the bottom of cig packs.

How it works is fairly simple: 

- Once installed, the modular computer subsystem will periodically, at a
3-5 minutes interval, generate a coupon code datum associated to a plain
text code, which is sent out to everyone with the program installed.
- The user can then open the program and insert the text into an input
box to redeem the coupon code, which is then associated with their bank
account.
- He will then have to find a photocopier, and tap it with the PDA to
print the coupon. Only one coupon can be printed. Photocopier fees
apply, so it'd cost 5 creds to the average assistant to print the
coupon.
- He can then insert the coupon in a cargo console and order/reuest the
associated pack (same deal as cig coupons).
- Some coupon codes however, especially those with juicer discounts,
will expire after a while if not printed.

Albeit mostly innocuous, the program provides negative Detomatix
resistance, slowly fills the computer file storage with trash files with
each redeemed coupon, and halves the download speed of new apps. Not
really the cleanest ware out there.

This PR also extends coupons to several non-goody packs, since they have
been privately buyable for over the last couple years now. Some packs
get discounts less frequently however, with those in the uncommon
category being roughly 1 in a 12 chance and the rare being 1 in 50.

Here's a screenshot of the UI (outdated, I've reduced the height from
500 to 400 and the notice box tip to specify the right click):
![Coupon
Master](https://github.com/tgstation/tgstation/assets/42542238/1d242d09-0f62-4e2e-8a6e-014daa3f6a55)

Fun fact: Right now, the odds of a 75% discount coming from the Coupon
Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while
that of a 50% for the same pack, from a cig pack coupon are 0.0042%.

## Why It's Good For The Game
These last couple days I've been wanting to test myself at making simple
UIs, as well as contributing to the modular computers feature, which has
started to become pretty neat ever since PDAs were reworked into a
subtype of it.

Beside, coupons are a very small feature limited to the bottom of
cigarette packs (also possibly cursed) in the current state of affairs.
Cargo is filled with packs that are niche or fluff. Modular computers
also has those little things that, while interesting, do not contribute
a whole lot. Maybe this is one of them, but I guess free* coupons are
always a big W.

## Changelog

🆑
add: Added the 'Coupon Master' program for the PDA. Install it to
receive periodical, redeemable coupons for several cargo packs. Requires
NTnet connection and the messenger enabled to work.
add: Coupons are no longer only limited to goodies, but may also apply
discount to some other packs as well.
/🆑

<sup>*minus the photocopier fee</sup>

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2023-12-25 11:19:56 -08:00
110d8a05e3 Engineering autolathe now prints engi inducers instead of science ones + boosts recharge rate of sci-printed inducers (#80126)
## About The Pull Request

Allows engineering to print/order engi inducers instead of science ones.
They have their own type of inducer, so its weird that the amount of
them is finite.

## Why It's Good For The Game

I thought this was the case when I made my crossbow PR, and it only is
craftable with an engineering one. Turns out engineering quickly ran out
of inducers to make them with since they only get three. Oops.

As for the science inducer charge buff, around half of my 400ish hours
in ss13 is engi, and not once have I been asked by a scientist if they
could have a better inducer. 500 charge vs 1000 charge is only a change
of clicking an apc again and waiting an extra second. Plus, the reason I
picked inducers as the item that the crossbow required in the first
place is that 95% of rounds they never once moved from the closet (and
people most certainly open said closet, since the insuls are almost
always gone.)

## Changelog
🆑
qol: Engineering now can print/order engi inducers instead of science's
purple ones.
bal: Sci inducers now recharge 1000 charge per go, just like engi ones
do.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
2023-12-23 11:07:58 +01:00
AndrewandGitHub 2630cc119e New crates (#79665)
image: Crates got new sprites
image: Added more crate styles
2023-11-13 18:16:05 -05:00
SenefiandGitHub 3b263f670f BSA Supplies Cargo Crate now comes with a guide paper (#77371)
## About The Pull Request
Wrote up a small step by step guide to assembling the bsa, in case
someone isn't really sure since it's a bit different from building a
normal machine.

![image](https://github.com/tgstation/tgstation/assets/20830349/f1d7a823-e681-4de0-b305-a90f95ae5222)


## Why It's Good For The Game
Makes it easier to build for people that don't know how, I feel like
that's probably a good thing.

## Changelog
:cl:Senefi
qol: Bluespace Artillery Cargo Crate includes a guide paper for how to
assemble it.
/🆑
2023-08-06 12:11:56 -07:00
42543ac141 NEW STATION TRAIT: Radioactive Nebula (#76825)
## About The Pull Request

Adds a new station trait: Radioactive Nebula!

The station is located inside a radioactive nebula. Space background and
lighting is different shades of green. Objects in space will also glow
green. (This is kinda lying, since the glowing stuff isn't radioactive,
you just get an element that slowly irradiates you, though people and
certain objects that get the 'IRRADIATED' status may still double-whammy
you)

Do not go into space without rad-protected gear, or you will get very
sick very fast. RAD-protection MODsuit modules spawn in robotics and are
also immediately researched.

The nebula does protect against external threats, like pirates, ninja's
and nukies. They can still get to the station pretty well, but they
can't stay in space for extended periods of time

To make it more livable, public rad protection gear will spawn in
lockers around the station. Everyone will also spawn with potassium
iodide pills in their emergency box. Dynamics threat is also reduced by
30, so there's a proclivity towards more lower threat rounds when the
radioactive nebula is present. Radioactive resonance virus cannot be
generated though, since it kinda obliterates any and all challenge and
threat


![image](https://github.com/tgstation/tgstation/assets/7501474/8eedcb85-1bb8-4e87-a794-d6781fee680d)

**Shielding**


![image](https://github.com/tgstation/tgstation/assets/7501474/ae1b25d7-6fbd-4a86-8c95-5947b1122632)

In order to protect the station from radiation, nebula shielding units
need to be constructed. Five spawn ready-to-built in engineering, and
more can be bought pretty cheap from cargo. (Normal radstorms are
disabled)

The gravity generator has 20 minutes of innate shielding, where every
nebula shielding unit adds another 20 minutes. 5 are needed to
completely block all radiation even when the gravity gen is down, but
constructing more is recommended in-case of sabotage/destructions/power
outtages.

Active nebula shielding will passively generate tritium. You can either
vent/ignore this, or use it for something. I'm not an atmos tech but I'm
sure you can do something with it

_What happens when no shielding units are constructed/they all fail?_
The station will suffer a 5 minute long radiation storm, with only
shuttles being excempt. The storm is nerfed strongly, and you can tank
the 5 minutes, but you'll be pretty sick. After the 5 minutes are over,
central command will send an emergency shielding unit which will block
the radiation for 10 minutes and warn the station to set up nebula
shielding.


## Why It's Good For The Game
The station being inside a radioactive nebula shakes up a pretty major
aspect of the game (that being the 'space' in space station 13). Hallway
decals are colored green, display screens will display radiation
markings, carps blend with the nebula, etc. Putting the station inside a
radioactive nebula shakes up the rules of the game and what people can
expect. Suddenly, you can no longer just go outside without taking meds
or getting proper radiation protection, encouraging people to stay cozy
and inside.


![image](https://github.com/tgstation/tgstation/assets/7501474/40112936-8514-47f7-b3e0-b1c782b6a0a6)

Inside, the crew gets the goal to set-up radiation shielding to defend
themselves against the nebula, rewarding a creative engineering
department with passive resource income and protecting the station
against massive radiation storms. I think it's nice to give engineering
something to set up. Even if they don't care, they can just plop it down
somewhere in a closed room and be done with it.

The radiation storm is pretty aggressive, but very survivable if you use
your potassium iodide pills, the extra radiation suits or whatever
chemistry has whipped up.

Most importantly, it gives the entire station a common enemy: the
nebula. Everyone is encouraged to prepare against the mechanics.
Chemistry can make meds, viro can make protective virusses, robotics
gets encouraged to make radprotected MODsuits, engineering gets to
set-up radiation shielding, assistants can look at space or whatever
assistants do.


<details>
  <summary>Cool images</summary>


![image](https://github.com/tgstation/tgstation/assets/7501474/387f2d75-8ba6-425b-8f0f-9423cf7aab19)


![image](https://github.com/tgstation/tgstation/assets/7501474/eb65de97-13ce-4ce9-8902-4144994d217f)


![image](https://github.com/tgstation/tgstation/assets/7501474/60b915a5-8549-4a3b-afe6-f0e823207883)


![image](https://github.com/tgstation/tgstation/assets/7501474/239ae614-8d26-4b77-936f-1d2baa38d32c)

  
</details>

## Changelog

🆑
add: Adds a new rare radioactive nebula station trait! Get ready and
PREPARE, before it gets in...
tweak: Nearstation space area lighting may look slightly different
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-21 16:51:15 +01:00
BlueMemesauceandGitHub 33eeae4c28 Automatically adds access requirement to description of supply crates (#72748)
## About The Pull Request

1. automatically adds access requirement to description of every supply
crate
2. also adds access_view to the automatic system, which previously was
not visible

## Why It's Good For The Game
1. better code
2. now you can see what access you need to privately purchase a crate
from the supply console.

## Changelog
🆑
code: The access requirements at the end of supply crate descriptions
are now automatically generated
fix: Supply console now tells you what access each crate needs to be
privately purchased
/🆑
2023-01-23 12:05:51 +01:00
RhialsandGitHub 9c330bd44b Fixes some broken pathing for welding helmets (#70466) 2022-10-12 23:14:59 -04:00
cf5cc040f3 Cargo pack code reorganizing (#70412)
* cargo pack reorganizing

* need the dme to compile

Co-authored-by: tattle <article.disaster@gmail.com>
2022-10-11 23:00:52 -04:00