## About The Pull Request
Continuation of #94059. Replaces the following signs with their
directional helpers
- `/obj/structure/sign/departments/cargo :
/obj/structure/sign/departments/cargo/directional`
- `/obj/structure/sign/warning/vacuum/external :
/obj/structure/sign/warning/vacuum/external/directional`
## Changelog
🆑
qol: added mapping directional helper for cargo & vacuum signs allowing
them to interact with fire/acid on their mounted turf
/🆑
## About The Pull Request
This PR adds a change to a pretty prevalent feature that's been around
since #66588 (April 28th, 2022). Although it has been controversial to
some extent, I believe that it was a good change in principle for
reasons I will later get into. For now, this is what the PR does:
* All _station_ unrestricted door helpers (e.g. those in maintenance)
have been replaced with a subtype that adds a random 2-3 second delay to
opening the door, using a new "unrestricted latch" feature. **This does
not occur if the user has regular access to that door.**
* The unrestricted side will initiate a do_after and plays a distinct
small hissing sound (because I presume you're disengaging some hydraulic
lever on that side), after which the door will open as players have come
to expect.
* While you're engaging the lever, you will be resistant to pressure
movements as you are presumably holding onto the lever or something. All
other movements (e.g. voluntary, being shoved, etc.) will continue to
function as expected.
* We will statistically tabulate each time someone attempts to use the
unrestricted "lever", and every time one successfully occurs. This is
just for analysis to see player trends as we have lacked this over the
last 3.5 years.
Here's a link to the sound I added:
https://freesound.org/people/Usernameis1337/sounds/632755, the version
in this PR was converted using OGG Vorbis.
https://github.com/user-attachments/assets/4167bda4-63b5-4dc0-a7b2-694a9e3d3201
## Why It's Good For The Game
Back in 2022, I was one of the major proponents for adding such a change
to the game. This is for a few reasons:
* It doesn't really make human sense for a station to have
hallways/spaces that you can enter and then just get completely trapped
in. The station is a deathtrap because of _who_ is on it, not because it
_is_ a death trap. I have always maintained that we should assume that
the station is competently made to give the hijinx a much more jarring
background. To me, maintenance isn't old sections of a station (although
it can have those elements), but vital side pathways in the event of
emergencies, like having extra fire stairs in a building. The doors to
those fire stairs are always unlocked because they need to ensure that
people are able to efflux to save themselves from danger rather than
die.
* It was easily subvertable anyways. You can easily ask the HoP for
maintenance access or AI to let you out of maintenance (although the
latter was a bit harder to articulate). I don't find myself agreeing
with this as much nowadays but I remember the frustration I felt waiting
for minutes for someone to open the door had something occurred for me
to have found myself in maintenance. It's simply not fun and doesn't
make sense for a station to have this.
* I thought that it added a unique element to antagonism. You can't drag
someone in maintenance and then have the whole entire subsection of the
station be your den. It's important for you to secure your base should
you be dragging people in there instead of just always being able to win
via dragging.
* People tend to forget this point, but it actually did cause a lot
_more_ deaths in situations where threats originate outside the
station/in maintenance. It was much easier for the killy-stabby mass
murderers to ingress into main hallways and get to killing faster. This
is why the change felt "equal" in a way.
### Why not remove it outright?
I believe that a lot of balance changes over the last 3.5 years (30000
issues ago!) have been weighting for these interactions, and I think
removing it all cold-turkey like will cause a huge upturn in deadliness
and just not be what players are looking for in the new game loop. To
me, this was a vital step in getting more towards 90-minute rounds, and
I think we would see a drop in that. I also have those above three
reasons that I am still a firm believer in, but I am still interested in
seeing what a different system might entail and how that could play out.
I added stat gathering so after we get 4-6 weeks of data, we can
determine to keep or shelve this feature. I will probably always be on
the "blocking" side of removing it outright unless there's some severe
data that can convince me (which will probably need it's own test-merged
PR, while this is meant to be added into the game right now).
### Why are we changing it?
I think not enough people are dying. I played a few rounds yesterday and
while a decent chunk of people were dying, I saw a few follies in my
original line of thought. Maintenance should be a bit creepier and not
auxiliary hallways (in normal circumstances), I already thought we did a
really good job of that but I noticed that it wasn't as good as memory
served me. I think maintenance should have a little bit more difficulty
to navigate (i.e. if you're being chased down by someone and it's taking
2.5 seconds to open, that would be an excellent heart-pounding tension
moment) and would overall be more interesting than the status quo. It is
a bit sillier to me but some IRL buildings do have to have you hold down
the push bar for a few seconds until it disengages, so this is
agreeable.
I also don't think the unidirectional exit design flow standards are
where they were due to drift in application, so this is also a better
way to uniformly apply it.
## Changelog
🆑
balance: After noticing it was too easy for animals to crawl through
maintenance by abusing the Easy-Exit sensors, Nanotrasen has replaced
all unrestricted door sensors (like in maintenance) with a pull-down
lever that should take around 2-3 seconds to engage. It has been
designed to allow the employee to actuate it despite any pressure
differentials within an area.
balance: The above change does not apply to select doors in the medical
section of the station, which will continue to use the "older"
Ready-Exit system.
sound: In order to ensure that staff in high-traffic areas don't go
bonkers due to this new change, sound dampeners have been installed to
prevent the hydraulics from being heard for super long distances.
However, they skimped out on the quality for the ones in maintenance...
/🆑
FYI Mappers/Tweakers: This PR replaces all station map unres mapping
helpers with the new subtype. You are welcome to replace certain doors
with the old helper (the base type) to get the old behavior as you see
fit, just explain why that behavior is desired in that location.
Otherwise, it would be appreciated if we have this new behavior >95% of
the time.
## About The Pull Request
There is technically an `/obj/item/stamp/granted` in that one traitor
objective refers to it and tries to override a proc on it thus making it
a valid type, but not really. This changes the base `/obj/item/stamp`
from being the granted stamp to being an abstract type, and creates a
proper subtype for the granted stamp.
## Why It's Good For The Game
Base types being concrete outside of scenarios where its intuitive are
very annoying
## Changelog
🆑
code: makes /obj/item/stamp abstract, creates /obj/item/stamp/granted
/🆑
## About The Pull Request
Continuation of #94059. Replaces the following signs with their
directional helpers
- `/obj/structure/sign/warning ->
/obj/structure/sign/warning/directional`
- `/obj/structure/sign/warning/radiation ->
/obj/structure/sign/warning/radiation/directional`
- `/obj/structure/sign/warning/secure_area ->
/obj/structure/sign/warning/secure_area/directional`
Depends on #94076 for diagonal wall mounts
## Changelog
🆑
qol: added mapping directional helper for warning, radiation & secure
area sign allowing them to interact with fire/acid on their mounted turf
qol: adds mapping helper to create diagonally shifted objects
/🆑
## About The Pull Request
Improving upon #93662 where i noticed a lot of objects don't have
directional helpers
Replaces the following mapped in objects with their directional
counterpart
- `/obj/structure/sign/nanotrasen ->
/obj/structure/sign/nanotrasen/directional`
less var edits & also more realistic interaction with fire/acid etc if
the turf on which they are placed on is attacked which isn't the case if
they are directly mounted on walls
## Changelog
🆑
qol: adds mapping directional helper for nanotrasen sign & replaces all
var edited instances
/🆑
## About The Pull Request
The AI core structure now fully integrates item/tool interactions and no
longer uses attackby/take_damage overrides. Construction behaviour has
been isolated into its own file.
All handling relating to the AI core's status when shunted has been
turned into signals. For this reason, helper procs for managing core
link state have been made and integrated into the relevant users (APC
shunting, mech takeover). The AI core no longer references the remote AI
mob.
/obj/structure/ai_core/deactivated has been removed from code since it
had no function after refactoring. There was only a single instance of
it being used in a map, which has been replaced with a var edit.
There may be more things I changed, but I'm h
## About The Pull Request
High frequency blades, both null rod variant and admeme variant, can
block mech melee attacks. For the former, that is the only thing it can
block. Great if you're fighting a lot of mechs as a chaplain I guess.
And you're also really committed to the bit.
Weapons that were vibro subtypes are now claymore subtypes. The only
difference here is that they now have 30% block instead of 35% AP.
Null rod high frequency blades are now two-handed. This mostly
determines force changes (10 unwielded, 18 wielded), and mech attack
block chances.
Mech melee attacks respect block...assuming the blocking source can even
block the attack in the first place. Currently, the few sources that can
block/avoid mech attacks are;
- high frequency blades
- energy katanas
- Those staff nullrods (its a holy force field, iunno)
- wizard modsuit shield (and it will eat literally every single charge
it has to do that)
- Sleeping Carp evasion (and only at half the possible chance)
- CQC defense mode (themed as dodging the attack, and also halved)
- probably something I overlooked when I implemented OVERWHELMING_ATTACK
originally and have overlooked here as well.
Just think 'could this help avoid being hit by a road roller being
dropped on you' and go with your gut as to whether or not it is
appropriate if you spot something in the wild that seemingly can block a
mech.
## Why It's Good For The Game
> High Frequency Blade
I wanted to elevate the meme and that is as deep as this goes. Also I
wanted to make this two-handed, much like the true version.
The only thing it is lacking is the cool attack functionality, but I'll
be damned if I can get that to work in a sensible fashion for a crew
weapon...
> Vibro subtype
A lot less of these than I thought. And most of them seemed more
appropriate as claymore types anyway.
> Mech Block
I seeded this previously by making mech clamps respect block. I've now
come back to fully implement it in order to facilitate MGR memes.
For the most part, mechs should still enjoy being largely unblocked by
most sources, even from things like operative suit shields, and
certainly not from actual shields (which I've stripped the ability to
block the attack from entirely) and melee weapons.
The sources that can block them do so poorly. Or, in the case of the
high frequency blade, very well and that's pretty much the only thing it
IS good at blocking.
## Changelog
🆑
balance: High frequency blades (both null rod and admin versions) are
able to block melee attacks from mechs.
balance: High frequency blade null rods are now two-handed weapons.
balance: Mech melee attacks can be blocked or avoided by a few rare
sources.
/🆑
## About The Pull Request
Repaths the green captain suit and its skirt version to be costumes
instead of real captain clothing, as this is in line with how they're
used and makes them not have the armour of real captain clothing.
Deleted an unused identical copy of the same suit.
Fixes#93972
## Why It's Good For The Game
These are costumes and it's inconsistent for them to have armour values.
## Changelog
🆑
fix: The captain suit costume (green suit) no longer has the same armour
as real captain outfits.
/🆑
## About The Pull Request
`/obj/item/food/sandwich/cheese/grilled` inherited
`/obj/item/food/sandwich/cheese`'s `make_grillable()` definition so the
product of grilling a grilled cheese sandwich was a grilled cheese
sandwich. Repaths grilled cheese to not be a subtype of cheese
## Why It's Good For The Game
grilled cheese sandwiches should burn eventually
## Changelog
🆑
fix: fixed grilled cheese sandwich grilling into grilled cheese sandwich
/🆑
## About The Pull Request
Isolates signpost teleport code into a component
`/datum/component/houlihan_teleport`, which takes a question argument
and a list of zlevels.
Removes `/obj/structure/no_effect_signpost` and turns existing mapped-in
instances into `/obj/structure/signpost`s
Adds/documents/fixes some attack signals that were added to the element
## Jebediah
<img width="100%" alt="image"
src="https://github.com/user-attachments/assets/b227e5bd-1c93-41b3-b87f-1a559cf81112"
/>
## Changelog
🆑
refactor: Signposts have had their code improved internally. Please make
an issue if a signpost that should teleport you no longer can.
/🆑
## About The Pull Request
Features:
- Floor lights can be constructed using a small light fixture on the
turf you are standing on
- Floor light construction sprites
- `/burned` subtypes for lights
- Convert `/build` subtypes to `/empty` subtypes with `UpdatePaths`
script
## Why It's Good For The Game
Floor lights can now be constructed in game using the same mechanics as
other lights. The `/burned` and `/empty` subtypes might be useful for
mapping.
## Changelog
🆑
add: Add constructable floor lights by using a small light fixture on
the floor. They are constructed the same way as other lights.
qol: Add `/burned` subtype to `/obj/machinery/light` for mapping
shenanigans
image: Add floor light construction sprites
map: Converted the `/built` subtype for `/obj/machinery/light` to be
`/empty` and added an UpdatePaths script.
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
## About The Pull Request
Removes the varedited "icon_state" from `turretid` objects on station
and away maps. Continues
https://github.com/tgstation/tgstation/pull/93728, closes#93766
## Why It's Good For The Game
Those icon states don't exist anymore, making the ingame object
invisible. My PR fixes that
## Changelog
🆑
fix: Turret controls are visible again
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
/area/station/ai_monitored's behaviour was isolated into a component,
`/datum/component/monitored_area`, which itself uses
`/datum/motion_group`s to query cameras. Functionally, it (should) work
identically to the old implementation. I'm sure that behaviour could
have been further cleaned up, camera code is quite dreadful, but it's
better to focus on isolating the behaviour first. Baby steps.
Areas that want to opt into monitoring can set `var/motion_monitored` to
TRUE (this approach was taken to make subtyping easier).
The following non-AI areas were changed:
- /area/station/ai_monitored/security/armory ->
/area/station/security/armory
- /area/station/ai_monitored/command/nuke_storage ->
/area/station/command/vault
- /area/station/ai_monitored/command/storage/eva ->
/area/station/command/eva
All other `/area/station/ai_monitored` subtypes were repathed into
`/area/station/ai` and cleaned up in a way that I thought made logical
sense. It is **much** more readable now. For example:
- /area/station/ai_monitored/turret_protected/aisat ->
/area/station/ai/satellite
- /area/station/ai_monitored/command/storage/satellite ->
/area/station/ai/satellite/maintenance/storage
- /area/station/ai_monitored/turret_protected/ai ->
/area/station/ai/satellite/chamber
## About The Pull Request
removes oxygen jetpack subtype and makes empty jetpack actual oxygen
## Why It's Good For The Game
because our empty jetpack wasnt actually empty and we infact had two
oxygen jetpacks?
## Changelog
N/A
## About The Pull Request
- Closes#93497
'Vend a trays' are not subtypes of machines but structures i.e. their
path is `/obj/structure/displaycase/forsale`. You can't create
structures with machine circuit boards so they runtime like hell
You can still create an Vend a tray by
- Creating a "display case chassis" with 5 wood
- Inserting a card reader in it
It's just this broken way of designing the tray has to go
## Changelog
🆑
del: Removes circuit board recipe for vend a tray. Use 5 wood to create
a "display case chassis" and insert a card reader to create the tray
instead
/🆑
## About The Pull Request
Not reported yet but I noticed this and immediately knew I broke it, my
bad.
Fixes latejoiners not being buckled into their chairs & Hangover station
trait effects, also merges the two hangover landmarks into one cause i
dont see why they had to be two, I put it in the same updatepaths as the
PR this is a fix to.
## Why It's Good For The Game
Bug fixes
## Changelog
🆑
fix: Latejoiners are buckled in to their chairs & Hangover station trait
now kicks their effects in again.
/🆑
## About The Pull Request
This is was created because I found several rare and exciting canisters
in game and then finding out there is no way to actually construct the
vendor they belong to!...
<img width="768" height="385" alt="image"
src="https://github.com/user-attachments/assets/70261cea-daaf-41df-a212-21cef6d6bd0c"
/>
### This PR:
* Makes all noteable vendors constructable, if you have the canister.
* Adds canisters to syndismokes, syndiechem, liberation station,
magivend, shambler's juice and bombuddy
* Replaces the old tptally random canisters spawner, with a variety of
spawners weighted for power and split according to different themes.
* Adds the new main canister spawner to maint.
### Spawner weights
The random canister spawner from maintenance has a:
* **93,5%** chance to spawn a common station vendor refill(with weights
for wardrobes being somewhat reduced.)
* **6%** chance to spawn a rare and special vendor refill.
* **0.5%** chance to spawn a oddity level., super powerful vendor
refill.
## Why It's Good For The Game
One must never place a filled canister in maint if it isn't going to be
constructed It's wrong to make promises you don't mean to keep.
## Changelog
🆑
add: Nearly all notable vendors are now constructable if you have the
canister.
add Added refill canisters for syndiesmokes, liberation station,
magivend, bombuddy 3000, shambler's juice and syndichem.
add: Random vending refill canisters now have a chance to spawn in
maint.
image: Robco Toolmaker and Centdrobe canisters have new sprites.
/🆑
## About The Pull Request
Station alarm consoles now register to all Station Z levels+Areas if
they were created on a station Z level (this doesn't include mining, but
station ones will see mining areas), otherwise will be a "local" console
to that Z level only.
Mostly the same applies for Cyborg/AI, but if they were built on a
non-station Z level then they have their Z level added on top of Station
Z levels, so example Nukie saboteur borgs will see alarms they might
need, while a Golem/Oldstation AI will also be able to see their own
alarms.
Because of how alarms and spawning in worked, Cyborgs/AIs had CentCom's
Z level as something it would detect, so we simply create the mob at the
spawn location rather than on the title screen during Initialization,
fixing that issue as well.
## Why It's Good For The Game
Adds easy multi-z support for station alarms and removes the previous
bandaid of having to deconstruct your board and multitool it or map in
every single station alarm console to allow station alerts (which is
quite silly) which was done in
https://github.com/tgstation/tgstation/pull/88343.
Closes https://github.com/tgstation/tgstation/issues/61592
Closes https://github.com/tgstation/tgstation/issues/83042
Closes https://github.com/tgstation/tgstation/issues/69314
I find this solution better since it catches pretty much all use cases
without the need for special subtypes and needing players to actually
know the difference between these things.
## Changelog
🆑
fix: Cyborgs and AIs will now see alerts of the whole station rather
than solely the Z level they were spawned on.
fix: Cyborgs and AIs will no longer get alerts about Thunderdome.
/🆑
## About The Pull Request
Deletes the Bluespace Gas Vendor and accompanying Bluespace Gas Sender
## Why It's Good For The Game
These wall mounts were added as ways to encourage Atmos Techs to
participate in the economy and crew at large. Unfortunately, it's missed
the mark and is unused in 99% of all rounds*.
**I have seen more atmos techs use the bluespace gas sender for exploits
than for its intended use.*
It has been noted that
1. Atmos doesn't need to sell gas to the crew to make money. They can
export gas to cargo to make more money.
2. The crew doesn't really care about gases. They will rarely go out of
their way to acquire them, even if free.
3. Most importantly, most atmos players **like to give out gas for
free** - it's mass producible and seeing people utilize their creations
tend to be its own reward.
4. Even for the atmos techs that want to charge for their products (to
create conflict or whatnot), *you could easily do that by hand via
pre-filling tanks**.
***I have seen more atmos techs make money off of selling pre-filled
tanks than by using the vendor.*
Ultimately, this machine serves no purpose besides bloating wall space
and existing as an atmos exploit vector.
## Changelog
🆑 Melbert
del: Bluespace Gas Vendors and the accompanying Bluespace Gas Sender
have been removed
/🆑
## About The Pull Request
closes#93025 and closes#93013
also gives borg thermals right icon, i acidentally used regular meson
icon before, and kills borg goggles items (forgot to do that)
## Why It's Good For The Game
because bugs smell
## Changelog
🆑
fix: Fixed meson and thermal view action for cyborgs
fix: You can't eject infinite toner from cyborg decal painter anymore.
del: Removed now unused cyborg meson and thermal goggles items.
/🆑
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.
To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).
Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.
Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.
Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).
## Why It's Good For The Game
The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.
More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.
## Changelog
🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
**1. Qol**
- Air sensors(maploaded & hand crafted) now auto connect to any input
ports & output valves that are within a 4 tile radius from it meaning
there is no need for these ports to have unique IDs attached to them &
you don't need a multitool to link them together if you first placed
those ports & then placed the air sensor close to them
- Atmos control monitors now finds all air sensors that are closest to
it within the same z level meaning you can have/place multiple air
sensors of the same type on the same z level & the monitor will locate
them correctly without any ambiguity
**2. Refactor**
- Removed var `chamber_id` from both injectors & vents meaning you don't
need to have unique ids assigned to them. As long as mappers/players put
them within 4 tile radius from the air sensor it will auto connect to
them
- Removed var `GLOB.map_loaded_sensors`
## Changelog
🆑
qol: hand crafted air sensors now auto connect to input & output ports
if they are located within a 4 tile radius from it
qol: atmos control monitors now locate all air sensors nearest to in on
that same z level meaning you can have multiple air sensors of the same
type on the same map
refactor: refactored how air sensors & atmos monitors connect to each
other. Please report any atmos computers that have missing input
valves/output ports on their connected air sensors or those that don't
list any air sensors at all on github
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
<img width="491" height="301" alt="image"
src="https://github.com/user-attachments/assets/a3b5b19f-edf5-4de9-9201-9cbfab9e8827"
/>
Mod computers with the access changing software installed have a
secondary ID slot once again. This ID slot doesn't contribute to access.
You can insert IDs into the slot with right click and remove them with
alt-right click.
Also removes the "New IDs and you" memo paper.
Also tweaks PDA on_deconstruct so contents are dropped on when they're
deconstructed with assembly.
Fixes#92151
## Why It's Good For The Game
Changing IDs is very unnecessarily clunky with the one slot. Insert hop
id, log in, remove hop id, insert crew id, change access, remove crew
id, log out.
We had it right back when we had two slots. Insert hop ID, insert crew
id, log in. It just works.
This also allows for mobile HoPs to change access without necessitating
removing their ID from their PDA.
Other changes:
The "New IDs and you" memo is very old. They haven't been new for 4
years now. I don't think anyone reads it and they served their purpose.
I found it odd that, if your PDA was melted or blown up, it would delete
your ID. If this is a hold-over from old PDA behavior feel free to let
me know but otherwise it seems sensible that it'd spit out the contents
as you would expect.
## Changelog
🆑 Melbert
qol: The access changing software (the HoP console) now has ID two slots
again (one for the HoP's id and one for the ID being changed). You can
insert IDs in the secondary slot via the UI or right click, and remove
them via the UI or alt-right click.
qol: If your PDA is destroyed via acid or bombs, your ID (and similar
contents such as disks) are spit out instead of being deleted
del: Deletes the "New IDs and you" memo in the HoP's office. They
haven't been new for 4 years.
fix: Engineering sub-tab in the access changing software no longer looks
messed up
fix: Fix reversed alt-click logic for mod pcs
/🆑
# Conflicts:
# code/modules/modular_computers/computers/item/computer.dm
## About The Pull Request
<img width="491" height="301" alt="image"
src="https://github.com/user-attachments/assets/a3b5b19f-edf5-4de9-9201-9cbfab9e8827"
/>
Mod computers with the access changing software installed have a
secondary ID slot once again. This ID slot doesn't contribute to access.
You can insert IDs into the slot with right click and remove them with
alt-right click.
Also removes the "New IDs and you" memo paper.
Also tweaks PDA on_deconstruct so contents are dropped on when they're
deconstructed with assembly.
Fixes#92151
## Why It's Good For The Game
Changing IDs is very unnecessarily clunky with the one slot. Insert hop
id, log in, remove hop id, insert crew id, change access, remove crew
id, log out.
We had it right back when we had two slots. Insert hop ID, insert crew
id, log in. It just works.
This also allows for mobile HoPs to change access without necessitating
removing their ID from their PDA.
Other changes:
The "New IDs and you" memo is very old. They haven't been new for 4
years now. I don't think anyone reads it and they served their purpose.
I found it odd that, if your PDA was melted or blown up, it would delete
your ID. If this is a hold-over from old PDA behavior feel free to let
me know but otherwise it seems sensible that it'd spit out the contents
as you would expect.
## Changelog
🆑 Melbert
qol: The access changing software (the HoP console) now has ID two slots
again (one for the HoP's id and one for the ID being changed). You can
insert IDs in the secondary slot via the UI or right click, and remove
them via the UI or alt-right click.
qol: If your PDA is destroyed via acid or bombs, your ID (and similar
contents such as disks) are spit out instead of being deleted
del: Deletes the "New IDs and you" memo in the HoP's office. They
haven't been new for 4 years.
fix: Engineering sub-tab in the access changing software no longer looks
messed up
fix: Fix reversed alt-click logic for mod pcs
/🆑
## About The Pull Request
an update paths to convert `/turf/open/space : /turf/open/space/basic`
## Why It's Good For The Game
From what i can tell there is 0 reason to use non-basic space turfs in
maps and this should be a free <sub><sup>*micro micro micro
micro*</sub></sup> optimization. consistency and avoiding confusion on
which one to use
## Changelog
🆑
map: converts all non-basic space turfs to space/basic
/🆑
(cherry picked from commit 2f932ccc88)
## About The Pull Request
an update paths to convert `/turf/open/space : /turf/open/space/basic`
## Why It's Good For The Game
From what i can tell there is 0 reason to use non-basic space turfs in
maps and this should be a free <sub><sup>*micro micro micro
micro*</sub></sup> optimization. consistency and avoiding confusion on
which one to use
## Changelog
🆑
map: converts all non-basic space turfs to space/basic
/🆑
## About The Pull Request
Adds a number of new capabilities to glitter.
- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>
- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>
- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>
Resprited glitter to support these changes and make it not look like gas
(or ass).
## Why It's Good For The Game
It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.
## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
## About The Pull Request
Partially reverts #84594, removing forced tint from night vision goggles
(if anyone for some reason wants to experience it again, they can toggle
it via alt click like it could be done before the [aforementioned
PR](https://github.com/tgstation/tgstation/pull/84594))
Approved by Ghom (the original PR author)
## Why It's Good For The Game
NVG tint is a pretty sizeable accessibility issue, as forced screentint
can easily cause eye strain if they're used for prolonged periods of
time, being especially bad for blue-tinted NVGs. They're already locked
pretty deep down the techweb, and this change just made everyone avoid
them. If we need to make tintless variants of them for every single
antag and special role (and bitrunners, lol), we maybe shouldn't have
added the tint in the first place.
## About The Pull Request
Adds a number of new capabilities to glitter.
- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>
- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>
- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>
Resprited glitter to support these changes and make it not look like gas
(or ass).
## Why It's Good For The Game
It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.
## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
## About The Pull Request
Partially reverts #84594, removing forced tint from night vision goggles
(if anyone for some reason wants to experience it again, they can toggle
it via alt click like it could be done before the [aforementioned
PR](https://github.com/tgstation/tgstation/pull/84594))
Approved by Ghom (the original PR author)
## Why It's Good For The Game
NVG tint is a pretty sizeable accessibility issue, as forced screentint
can easily cause eye strain if they're used for prolonged periods of
time, being especially bad for blue-tinted NVGs. They're already locked
pretty deep down the techweb, and this change just made everyone avoid
them. If we need to make tintless variants of them for every single
antag and special role (and bitrunners, lol), we maybe shouldn't have
added the tint in the first place.
## 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
## About The Pull Request
You can now construct reinforced plastitanium walls by using a single
plastitanium sheet on a reinforced girder. These are mostly identical to
syndicate walls, but only have 2 explosion resistance like normal
reinforced walls, as opposed to the 20 of syndicate walls.
## Why It's Good For The Game
Have you ever wanted a construction project to have that cool syndicate
aesthetic, but doing so would compromise its security due to the walls
being able to be simply welded down? Now you can make a syndicate
shuttle or satellite that will at least require thermite or the aid of
an engiborg to rapidly break into.
## Changelog
🆑
add: You can construct reinforced plastitanium walls by using
plastitanium on reinforced girders.
/🆑
## 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
## About The Pull Request
You can now construct reinforced plastitanium walls by using a single
plastitanium sheet on a reinforced girder. These are mostly identical to
syndicate walls, but only have 2 explosion resistance like normal
reinforced walls, as opposed to the 20 of syndicate walls.
## Why It's Good For The Game
Have you ever wanted a construction project to have that cool syndicate
aesthetic, but doing so would compromise its security due to the walls
being able to be simply welded down? Now you can make a syndicate
shuttle or satellite that will at least require thermite or the aid of
an engiborg to rapidly break into.
## Changelog
🆑
add: You can construct reinforced plastitanium walls by using
plastitanium on reinforced girders.
/🆑
- SMES now directly gives/takes charge to the power cells stored inside
its component parts instead of modifying a `charge` variable whose value
was set from the total charge of its stored cells
- Removed `capacity` var. It's now derived from the total cells
`max_charge`. Even then its value was set to this so manually setting it
was a waste
- Fixes#71918. Because of point 1, this also means if you install
rigged cells in the SMES it now explodes
- Adds examines & screentips for installing terminal & other tool acts
- Smes can be connected to the powernet with a multitool with the panel
open after construction.
- General maintenance for portable smes as well. Repaths it to machine
subtype instead of power cause all it's functionality wasn't used
- Removed a bunch of unused defines, autodoc and shuffled around other
code
🆑
qol: SMES has examines and screentips for various stuff
code: Improved code of SMES in general
fix: smes can be connected to the powernet with a multitool with the
panel open after construction
refactor: SMES now functions consistently with its power cells & the
RPED.
/🆑
## About The Pull Request
- SMES now directly gives/takes charge to the power cells stored inside
its component parts instead of modifying a `charge` variable whose value
was set from the total charge of its stored cells
- Removed `capacity` var. It's now derived from the total cells
`max_charge`. Even then its value was set to this so manually setting it
was a waste
- Fixes#71918. Because of point 1, this also means if you install
rigged cells in the SMES it now explodes
- Adds examines & screentips for installing terminal & other tool acts
- Smes can be connected to the powernet with a multitool with the panel
open after construction.
- General maintenance for portable smes as well. Repaths it to machine
subtype instead of power cause all it's functionality wasn't used
- Removed a bunch of unused defines, autodoc and shuffled around other
code
## Changelog
🆑
qol: SMES has examines and screentips for various stuff
code: Improved code of SMES in general
fix: smes can be connected to the powernet with a multitool with the
panel open after construction
refactor: SMES now functions consistently with its power cells & the
RPED.
/🆑