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088409bbe376a7adcd4d1fb747cf4a5e4f257c5b
635 Commits
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54d979562c |
fixes password paper in museum (#86913)
## About The Pull Request closes #86898 ## Changelog 🆑 fix: fixed password paper in museum /🆑 |
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5171034a1b |
Fixes museum doors (#86766)
## About The Pull Request fixes museum doors having different door id ## Why It's Good For The Game fuck bugs ## Changelog 🆑 fix: doors in museum now work correctly /🆑 |
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feb474550f |
Removes vestigial req_access from vending machines + some cleanup (#86550)
## About The Pull Request Once upon a time, vending machines were access locked I guess? It's been so many years since that has been the case that most people don't remember (including myself). This just removes all the old unused req_access lists that reside on the various vending machines. ## Why It's Good For The Game Less chance of cargo culting something that serves no purpose anymore. ## Changelog Nothing player facing I should hope --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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151d2bfc90 |
Fixes a typo on snowdin shuttle transi(s)t consoles (#86055)
## About The Pull Request Closes #86053 ## Changelog 🆑 spellcheck: Fixed a typo on snowdin shuttle transi(s)t consoles /🆑 |
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73081bcff0 |
Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request This PR adds a new persistent feature: message inside bottles. These are basically glass bottles with inside a piece of paper, a photo or space cash (no holocredits, and most bills rarely go over 1000 credits anyway) from a previous round, which can be fished at the beach, or from the relative fishing portals. Each piece of written paper or photo that isn't map-loaded has a roughly a 0.2% chance to be added to the message bottles database at the end of the round. However, you can also manually toss a glass bottle with inside a paper/photo/bill into the ocean (or a fishing portal generator with the ocean/beach module loaded) for guaranteed results. The bottles are removed from the database once fished up by the by, unless tossed back into the ocean. I've also offset a couple bottle sprites that weren't properly aligned (for the message overlays). TODO: - [x] add a couple (20 prob or less) message bottle spawners to the beach away mission or something. - [x] add a few sounds for adding and removing the message from the bottle. (pickup/drop sounds already handle that) - [x] test it properly. ## Why It's Good For The Game I think it'd be neat to have a way to send photos, snarky "seek grass" messages, as well as the occasional financial aid to future players, and furthermore, another thing to tie fishing to. ## Changelog 🆑 add: You can place papers, photos and cash bills (no holochips) inside bottles and then toss them into the ocean (or fishing portal gen with relative settings) with right-click, for others to fish them up on future rounds. /🆑 |
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e5761e0bfc | Porting and adapting food sprites from other repos (plus a couple original resprites) (#85759) | ||
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d9168e7254 |
Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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e00eb5ec6a |
Added a config to override the def gateway delay for specific start points. (#85341)
## About The Pull Request I've a few gripes with start points and the gateway delay. First of all, there's no way to discriminate peaceful away locations that do not need a with a 30 minutes timegate from the rest. Places like the beach and the museum hardly have anything OP that could tip the scales. Second, none of the awaystart landmarks have identifiers of their own, which means all awaystart landmarks from all away missions are linked under the same destination point datum. This is hardly an issue in the current state where only one map is ever loaded and all maps have only one way in that directs you to one of several locations at least until the gateways are linked, but it's nevertheless something that I have to take care of, since the config requires it. ## Why It's Good For The Game See above. ## Changelog 🆑 config: Added a config for specific gateway delays so locations like the beach and the museum don't have to take 30 minutes to become available like the rest. /🆑 |
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c024c101f6 |
Outpost45 runtime fix (#84864)
## About The Pull Request fixes a few runtimes ## Why It's Good For The Game makes outpost 45 cause less lag and adds a new tile, asteroid gravel which is mechanically identical, but adds nothing actually new to the outpost ## Changelog adds a new tile, asteroid gravel which is mechanically identical to the old var eddited asteroid sand. 🆑 fix: makes outpost45 cause less lag /🆑 |
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365223d7bc |
[MDB IGNORE] Map lints the piping_layer var and scrubs it off our maps (#84686)
## About The Pull Request Title, continuation of #84385 ## Why It's Good For The Game Continuation of my previous PR, this time with the other var being banned and additional lint.  I also added new subtypes to the required atmos machinery that needed it. This'll add transparency to what layer a machine will be on and make it easier to set up pipe networks while mapping, instead of guessing "I hope this'll connect!". Nothing should break or go awry, I looked at some maps to make sure and they looked fine. Snowdin can also go rot, whoever did the pipenet there, I have a question, `why`. ## Changelog 🆑 Jolly code: Behind the scenes, atmos machines (freezers/mixers) in maps were tweaked a bit. If you see them no longer connected to specific pipenets, please make an issue report, this is not intended behavior!! /🆑 |
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b6234d2c13 |
[MDB IGNORE] Map lints the layer var and scrubs it off our maps (#84385)
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
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e3cc97d3de |
[MDB IGNORE] Gives telescreens mapping directionals + adds a map lint for them (#84261)
## About The Pull Request Title. ## Why It's Good For The Game The telescreens that are used primarily in head offices are.. a mess. The parent of all telescreens is also a gigantic mess. *I've opted AGAINST making an updatepaths here and decided to hand fix all of these. There's not a lot, but I can't make an edge case for everything. Some of their nudges are a bit wonky too, and I want to make sure noting looks off. Theres also a handful of prefabs on the parent telescreen that I want to individually look at.* Updatepaths or not, this is going to be a "smaller" one of "those" PRs that I've done thusfar, or so I think. Prevents more mapping sin like this (THERE ARE SUBTYPES WHY ARE YOU MAKING "NEW" ONES ON THE PARENT?? STOPPPP)  The sprite edits are necessary to make sure the mapping helper macro works, otherwise they'll be inverted. ## Changelog N/A |
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13d759b1a8 |
basic firebots refactor (#83861)
## About The Pull Request this refactors firebots into basic bots. also this adds a small addition of emagged firebots giving out (extremely dubious) fire safety hazard tips!  ## Why It's Good For The Game refactors firebots into basic bots and makes them alot more responsive and helpful ## Changelog 🆑 refactor: firebots are now basic bots /🆑 Fixes #83568 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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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> |
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305c21ab66 |
Corrects all 3 improperly rotated recyclers (Snow Cabin, Deep Storage, Cyborg Mothership) (#83871)
## About The Pull Request The recyclers (those things that destroy trash in disposals) in three instances were rotated incorrectly. Snow Cabin's lumbermill and the Deep Storage waste room had their recyclers perpendicular to the conveyor they are on (bad) The Cyborg Mothership's recycler was facing the wrong way on its conveyor, causing things to go through it in reverse (bad) ## Why It's Good For The Game why have a recycler on a conveyor belt when the conveyor just runs into the side of it (or, in the cyborg ship's case, through the back of it) ## Changelog 🆑 fix: The recyclers in the snow cabin gateway, the cyborg mothership, and the deep storage space ruin are now rotated properly. /🆑 |
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8eb3b51ad9 |
/icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog 🆑 image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /🆑 |
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5c31529dea |
[NO GBP]Fixes some mapped SMES starting with low energy. (#82203)
## About The Pull Request Scales them all by up to 20 to account for removing the dumb SMESRATE define. This isn't a 100% conversion for every SMES because it would go beyond their capacity (old SMES use to duplicate cell energy, so they had a higher capacity than their cell parts imply). Also removes instances of varediting their capacity to fucking 1e+600 and replaces them with magical SMES. ## Why It's Good For The Game So lavaland and crap don't instantly run out of power. Also I don't think we should be varediting anything to 1e+600. ## Changelog 🆑 fix: Fixes lavaland SMES and other crap from not starting with enough energy. fix: The pirate SMES are now magical instead of secretly infinite. /🆑 |
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95b7fa1fb7 |
Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
## About The Pull Request I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. ## Why It's Good For The Game More unit tests to make sure things are done correctly. ## Changelog 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 |
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2163f60527 |
Simple animal xenos are now basic animal xenos (#82187)
## About The Pull Request We currently have 2 types of xenos in the codebase, simple animal and carbon. I'd like to unite them both under basic, and I thought I should go for simple animal first since it's more of a conversion than a remake. This helps set a base for a future basic-only xeno, which would require the following: - Basic mobs (or just anything than Carbon) to have Organs, which we can then use for things like referring to their plasma sac for egg-laying, etc. - All xeno types having a basic mob variant, preferably with an AI so they would work without a player. - Something be done about larva, either we'd split basic xenos into "larva" and "adult" (like carbon) or have it be a separate path that can also have organs so they can still have hivemind. Everything else seems to have been done overtime as simple animals have been converted to basic (HUDs and holding things now seem possible, etc.) Even if this doesn't work out, at least this cuts off a good chunk of the remaining simple animals to convert to basic. Sprites used (for mapping helpers): Fire medkit Toxin medkit Oingo Boingo punch face (i tried to shrink it down) ## Why It's Good For The Game This helps advance us move away from simple animals, and helps move carbon xenos to basic mob later too if that's what we want to go for. ## Changelog 🆑 refactor: Xenomorphs (Lavaland & Oldstation ones) are now basic mobs. /🆑 |
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8dfc3a8a30 |
Adds very common (3+) crayon prefabs for maps (#82072)
## About The Pull Request Adds a bunch of crayon prefabs for the maps. ## Why It's Good For The Game Reduces 45 map Var edits, and completely removes some Var edits. |
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88bdabe53b |
Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request I was thinking to contribute something to the new away mission map to make it better. Mapping and all takes too much time for me, so I could do little. Though it comes with its own unique gimmicks. To reach the cafeteria, one has to complete a couple puzzles. The first set is opened by inputing the correct PIN on the password panel beside it. There're several clues to help you guess this fairly easy puzzle, in the form of several number graffitis, a scrapped piece of paper full of numbers, and a board filled with colored dots also found just beside the panel. The second one is opened by a keycard, and is generally lazier. To find it, you'll need to do a bit of (toilet) searching. As for the unique things this PR adds: - A fire extinguisher... that actually contains welding fuel - A (dirt-cheap) hotdog vending machine* - A completely ornamental maneki-neko (that's the name of the luck-bringing, paw-waving cat figurine) - A piggy bank that carries money between rounds. It has a cap of 10k credits worth of holochips, cash and coins, which is pretty high, but I'm confident people will just destroy it for its contents the moment they find it. His name is Pigston Swinelord VI. - More, totally legit and not actually fake bombable walls :^) *By the by, you can also find it during the national hotdog day. Screenshots of the new location:   ## Why It's Good For The Game You know how most away missions are not that special at all? Yeah, @mc-oofert set an example of a pretty decent one actually, if not a tad small. I thought it could use a touch of another mind actually contributing to it too, because it deserves it. Also, this sets the basis for other persistent piggy banks. I don't think they should all have that 10k cap like this one, perhaps 1k is enough. Beside, the code that mothblocks did for json database datum is pretty good, so there is not a whole lot of shitcode here. ## Changelog 🆑 add: Added a cafeteria to the museum away mission, with a few special things to it. To reach it, you'll have to complete a couple puzzles however. map: The museum away mission now has a couple restrooms. add: Hotdog vending machines may spawn during the National Hot Dog Day. /🆑 |
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4431166cf1 | Adds loot blacklist, creates a maintenance spawner with decals blacklisted (#81611) | ||
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b3fd20b56d |
Fixes a spurious runtime off loading the museum away mission (#81520)
## About The Pull Request It loaded a random spawner on top of a chasm. The spawner has a chance to drop the dust decal, which errors when trying to spawn on a chasm Yayeeeeeet |
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16009a3ccf | [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#81435) | ||
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fbe6e2ebba |
museum away mission (#81208)
## About The Pull Request adds a new gateway map, the Nanotrasen Museum it is filled with """"Mannequins"""" and Common Core lore im not putting the preview here because you really should explore it yourself but if youre that curious i think the Checks tab in mapdiffbot would have it this gateway map contains no combat unless you count falling into chasms because you did not carry a light or going into the boarded room with no loot or any incentive with obvious signs that there is the sole enemy on the map in there the loot is the lore ok thanks also makes mines detonate if theyre detonated by a non-mob im pretty sure this couldnt have been intentional trams stop chasms and also the relevant items <details> <summary>on second thought if you want spoilers check this</summary>  </details> ## Why It's Good For The Game more gateway maps = good ## Changelog 🆑 add: nanotrasen museum gateway map /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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084f56938c |
[MDB IGNORE] Adds a map lint against using dir-var and icon-var edited windoors (#81272)
## About The Pull Request Title. Another big updatepaths PR thats been on my radar for awhile. The dir banned var edit is self explanatory. However, I banned icon_state from them as well as there are a big handful of windoors that are either regular, and look like security doors, OR are their mirrored counter part (a south right door var edited to look like a south left door). ## Why It's Good For The Game Avoid mapping sins like this  ## Changelog N/A to players |
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71a1fee2f1 |
Explodes device.dmi (#80025)
## About The Pull Request I woke up today and thought 'what would be easy thing to do today so I can say I've done something?'. Then I remembered I saw several gangtool usages the time I split radio up, and I could remedy those. 7 hours later, device.dmi is split in a folder of its own, and I've also given unique sprites to door remotes and landing desginators. ## Why It's Good For The Game The device.dmi was kind of a mess. ## Changelog 🆑 /🆑 |
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bb781627ab |
The maintenance crate spawning crate is now a spawner (#80083)
## About The Pull Request `/obj/structure/closet/crate/maint` was a type of crate that spawned a completely different crate, and then deleted itself. I have decided to swap this out for an actual spawning effect. I have also did some subtypery to remove some duplicate code that handled randomly opening the spawned closet/crate (through I am not that satisfied with `/obj/effect/spawner/random/structure/closet_empty/crate/with_loot` as a sensible typepath name, I would like to ask for suggestions). I also removed a loot define, because it was no longer needed as its contents were used on a single page. ## Why It's Good For The Game Things that act like spawners should be spawners. Maybe this fixes the CI issue on northstar where a mousetrap box gets deleted before it initializes during create and destroy? It was placed above a spawner that spawned one of these self deleting crates. I am unsure, I could not replicate this issue during testing. ## Changelog Nothing player facing. |
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ce6f2724cd |
basic cats and mini kitchen helpers (#79800)
## About The Pull Request this pr transforms cats into basic pets! cats now have some new behavior. they can carry fish and hunted mice in their mouths to deliver it to kittens, and kittens will eat them.   if a kitten sees you holding food, it will point at you and meow loudly until u give it the food. becareful when putting male cats near each other, there is a small chance they get into a heated argument and meow loudly at each other until one of them flees. also added a new small cat house for cats. cats will use these homes if u build one near them (using 5 wood planks)  Chefs can craft the cake cat and breadcat. these are useful cats because they can help the chef around in the kitchen. they will turn stoves and grills off when food is ready, so they dont burn. and the cake cat will help the chef decorate his donuts ## Why It's Good For The Game refactors cats into basic mobs and gives them a deeper ai ## Changelog 🆑 refactor: cats are now basic pets. please report any bugs. add: the cake cat and bread cat can now help the chef around in the kitchen /🆑 |
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f4535255c0 |
Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)
## About The Pull Request Third /icon/ cleansing splinter 1. Comments on commits say all it does pretty much.  ## Why It's Good For The Game Inhand for walkietalkie was requested in the project, gets rid of some usecases of old 'gangtool', headset splitoff requested by Fazzie. Inhands reflecting the items they are supposed to represent is nice. ## Changelog 🆑 image: Following now have unique item sprites: syndicate war declaration radio, curator and chief beacon's, chaplain beacon. image: Following now have unique inhand sprites: radio, export scanner, walkie-talkie, syndicate war declaration radio, curator and chief beacon's, chaplain beacon. /🆑 |
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2893b7fb97 | TGUI for Safes and Secure briefcases (Safes are now a structure, too) (#79594) | ||
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68cd638330 |
swaps one of the fridges in snowcabin to be in line with the rest (#79414)
## About The Pull Request
In truth, this is an IDED PR (this is not at all sarcasm, and as we all
know nobody would lie on the internet) that came about from a round i
just got done playing wherein i was in snowcabin trying to cook up some
food for fun, well wouldn't you know it i couldn't open one of the
fridges, what gives? well i got to thinkin it has to do with the fridge
type used, for some reason the fridge that holds the universal enzyme
uses the freezer/fridge/kitchen type instead of the fridge/open type
that the other two do, so i went ahead and just changed it off to the
other fridge types so now anyone can open it.
## Why It's Good For The Game
its a bit stupid to have a single fridge thats different from the rest
for no discernable reason, i can't think of any reason universal enzyme
would need to be guarded ever, you could just say "well why not go back
onto the station and grab some if the fridge is locked", well if for
some reason i'm barred from the station i want to be able to use as many
tools within my reach as possible preferably without many hoops, and
this ones unnecessary.
## Changelog
fix: changes the type of fridge used to hold the universal enzyme in the
snowcabin gateway's kitchen, letting everyone access it like the rest of
the fridges.
/🆑
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08274f8343 |
Basic Constructs: Proteon (#79425)
## About The Pull Request Last one! Makes proteons into a basic mob, and completely removes the simple_animal construct supertype. Proteons aren't really designed to be played by a player, instead being a nuisance mapped into various ruins and traps. As such, they don't really have any special abilities. Instead, the hostile variant has a somewhat unique behavior. They'll viciously attack anyone who comes close, but, being frail little cowards, if a proteon takes damage it will immediately flee. After a random period between 2 and 4 seconds, it will stop fleeing and come back for more. In addition to this, a few other things have been done, some only related because they're in files I touched. - Moved proteons from the file for the Cleric's Den to their own file in the basic constructs folder. Given that they're used in several different ruins, they might as well not just be in the file for one. - Simple constructs have been cut, and with them the procs for healing/repairing on shades and cult structures, as those are no longer needed. - Because I was touching it anyway, I touched up the file for trap structures. They no longer use any one-letter variable names, and time is now universally listed in seconds rather than deciseconds in that file. - I removed a completely unused blackboard key from ice demons. This is something I noticed due to a change I ended up not making while working on proteon AI, but I figured I might as well leave it gone. ## Why It's Good For The Game Kills the last three simple construct typepaths, bringing us to the destined 19 removed. Huzzah! The proteon AI routine should inject a little spice into fighting proteons, especially for the unprepared - unlike many mobs, they won't stand there and take it if you decide to fight back, but you can never safely ignore them when they run away. They still aren't particularly dangerous. ## Changelog 🆑 refactor: Proteon constructs now use the basic mob framework. The ones encountered in ruins are a bit flightier now, and will briefly flee combat if attacked - only so that they can return and menace you again soon after. Please report any bugs. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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ca20f59372 |
Remove duplicate space heater from snowcabin ruin (#79407)
## About The Pull Request Removes a stacked space heater on top of one another for snowcabin ruin. ## Why It's Good For The Game Better mapping consistency. ## Changelog 🆑 del: Remove duplicate space heater from snowcabin ruin /🆑 |
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5f923b097f |
Light-Eaten objects can no longer emit light after being turned off and then back on (#79240)
## About The Pull Request #67676 described a bug where PDAs can apparently emit a small amount of light after being affected by the light eater. As it turns out, the bug is even worse than that. It doesn't work for just PDAs, it works for basically any light source that can be turned off and on. Even flashlights. In the following pictures, a flashlight has been light-eaten and then turned off and on again:  Observe how the nightmare jaunt is available, as it should be. However, one step closer to the flashlight:  The nightmare jaunt can no longer be used, because the flashlight is still emitting light. This PR just fixes that behavior. Light-eaten objects will now be totally dark again, even after being power cycled. Closes #67676. ## Why It's Good For The Game Bugs bad. ## Changelog 🆑 fix: Light-Eaten objects can no longer emit light after being turned off and then back on. code: Flashlights now use light_on instead of defining their own variable. Please report buggy behavior. /🆑 |
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ce85715208 |
Fixes Railing Endings (#79241)
## About The Pull Request Fixes #78741 by comparing/contrasting the directions of the new railing sprites with their original counterparts. Way easier than I was expecting, but I'm *still* annoyed that the first response to this was to take on mapping techdebt and start to redo it all manually. This should *actually* fix every spaceruin, stationmap, etc that use railings, and reverts the mapping-side changes to railings done on the beach while I'm at it. The proof is in the pudding:  ## Why It's Good For The Game Completely glasses a source of mapping techdebt from the face of the earth without resorting to updatepaths. ## Changelog 🆑 fix: Every misaligned railing ending has been corrected by the Nanotrasen Hall Monitor's Lunchclub. /🆑 |
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b65f729901 |
Nanotrasen basic mobs. (#78917)
## About The Pull Request First and foremost, converts all Nanotrasen simplemobs into basic mobs. To avoid messy and redundant code, or god forbid, making Nanotrasen mobs a subtype of Syndicate ones, I've made Syndicate, Russian, and Nanotrasen mobs all share a unified "Trooper" parent. This should have no effect on their behaviors, but makes things much easier to extend further in the future. While most of this PR is pretty cut-and-dry, I've done a couple notable things. For one, all types of ranged trooper will now avoid friendly fire, instead of shooting their friends in the back. Even the Russians have trigger discipline. I've also created a new AI subtree that allows mobs to call for reinforcements. I've hopefully made this easy to extend, but the existing version works as follows: - A mob with this subtree that gains a target that is also a mob will call out to all mobs within 15 tiles. - If they share a faction, mobs receiving the call will have the target added to their retaliate list, and have a new key set targeting the calling mob. - If they have the correct subtree in their AI controller, called-to mobs will then run over to help out. Sadly, this behavior is currently used only by a few completely unused Nanotrasen mobs, so in practice it will not yet be seen. Finally, I've fixed a minor issue where melee Russian mobs punch people to death despite holding a knife. They now use the proper effects for stabbing instead of punching. ## Why It's Good For The Game Removes 8 more simple animals from the list. As said above, making all "trooper" type mobs share a common parent cuts down on code reuse, ensures consistency of behavior, and makes it much easier to add new troopers not affiliated with these groups. I expect that I'll make pirates share this same parent next. The new "reinforcements" behavior, though extremely powerful, opens up exciting new opportunities in the future. There aren't many existing behaviors that allow basic mobs to work _together_ in interesting ways, and I think adding some enemy teamwork could be fun. ## Changelog 🆑 refactor: Hostile Nanotrasen mobs now use the basic mob framework. This should make them a little smarter and more dangerous. Please report any bugs. fix: Russian mobs will now actually use those knives they're holding. /🆑 |
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9e6cbf2538 |
Basic skeletons (#79206)
## About The Pull Request Turns skeletons (the simple animal version) into basic mobs. This was another incredibly simple conversion, since skeletons don't really do anything but walk at you and beat you to death. Because I thought it was funny, though, skeletons will now seek out cartons of milk and drink them. Real milk will heal them for a significant amount, but soymilk, being false milk, will deal them grievous injury instead! Skeletons beware... I didn't add any other sorts of milk due to limited ability with existing AI behaviors to identify milk containers (they actually only look for the carton items). Other than that, I've done some flavor adjustment for skeletons' attacks - their effects and sounds will now suit the weapon they're actually holding - for example, skeleton templars now actually use their swords instead of slashing you with their horrible fingers. Along with this I gave the basic skeletons a normal slashing sound, instead of the weird, impactless hallucination sound they used to use for some reason. I never liked that sound. Finally, I've reflavored the spear-wielding skeleton mobs to "undead settlers", following the naming of the corpses dropped by snow legions as of #76898, rather than being named after an offensive term for Inuit people. These skeletons do, after all, appear in settlements on alien worlds. To enable the flavor of milk drinking, I expanded the `basic_eating` component to allow drinking rather than eating flavor, with a different sound and its own set of verbs. This deletes whatever they drink from, but c'est la vie. ## Why It's Good For The Game Ticks 6 more entries off the simple animal freeze. While skeletons are still extremely simple, being largely-identical mobs that only exist to beat you to death, being basic mobs should make them slightly better at this job. Also, again, I think it's really funny that you can distract skeleton mobs with milk, or even hurt them. ## Changelog 🆑 refactor: Hostile skeleton NPCs now use the basic mob framework. They're a little smarter, and they also have a slightly improved set of attack effects and sounds. They love to drink milk, but will be harmed greatly if any heartless spaceman tricks them into drinking soymilk instead. Please report any bugs. /🆑 |
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2b01368860 |
Fixes the beach's doors and railings (#79010)
## About The Pull Request The doors weren't locking properly, also the railing visual update broke how the railings look here. ## Why It's Good For The Game ## Changelog 🆑 Fazzie fix: Fixed the doors on the Beach away mission fix: Fixed the railings on the Beach away mission /🆑 |
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c2fb08407a |
Microwave upgrades: Microwave PDA charging, power cells (#78717)
## About The Pull Request For the hard-working tradesperson who's in the middle of nowhere and just wants to warm up their pastry-based savoury item purchased from an overpriced vending machine, introduces the engineer themed wireless microwave. No more going hungry in a pinch, this variant uses changeable power cells instead of APC power. Can be built normally or printed with a furnishings-upgraded RCD. The other upgrade now available: PDA charging. Upgrade the capacitors in the microwave to add a Charge mode for your portable device! Also cleans up microwave code a bit and adds much needed context hints for when it's broken, dirty, etc. Swaps a few break room microwaves to upgraded variants on mapload, adds a microwave/donks to Birdshot, donks to Tramstation. ## Why It's Good For The Game Slap together a semi-portable microwave with your components on hand, have an engineering picnic in space or wherever else the day takes you. With increased PDA drain, adding another option to charge your PDA in common areas is useful. Microwaves are already strategically placed around the station. Please ensure the model you're using has the charging feature before operating.   ## Changelog 🆑 LT3 add: Introducing Nanotrasen Wave! A Nanotrasen exclusive, Waveallows your PDA to be charged wirelessly through microwave frequencies. You can Wave-charge your device by placing it inside a compatible microwave and selecting the charge mode. add: Microwaves can be upgraded to add wireless charging add: Cell-swappable microwave for the engineer on-the-go add: Microwave now has a wire to swap charge/cook modes add: Furnishings RCD upgrade now includes wireless microwave add: Tramstation and Birdshot engineering break rooms now have microwave and donk pockets. Some microwaves come pre-equipped with wireless charging and an upgraded cell. fix: The microwave in the snowdin ruin is now real, not a fluff prop /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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a119c47b52 |
Revamps the Beach away mission (#78568)
## About The Pull Request The beach has been revamped - it is no longer ancient and looks and feels much, much better.      ## Why It's Good For The Game The beach's map has been masssively improved - it no longer is just a few square rooms on a beach, having a lot more to do and interact with. - A fully new hotel area has been added for MRP purpouses, gimmicks and a medical area. - Fishing poles and fishing toolboxes can be found scattered around to catch some tropical fish - All Terrain Vehicles and a dressing room have also been added - The bar and kitchen area has been significantly expanded to fit with modern TG's cooking - An arcade and Space Cola quiosk have also been added - The place, in general, looks a lot better ## Changelog 🆑 Fazzie add: A lot of new content has been added to the beach away mission qol: It also looks substantially better, too! /🆑 |
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cf635800bb | gas connector component (#78273) | ||
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4aa50ea5c2 |
minebots basic bots (#78032)
## About The Pull Request Transforms the minebots into basic robots. You can now command these minebots to extract minerals for you. To activate automated mining mode, simply instruct them with the command "mine." They will then proceed to autonomously mine walls and gather ores. If you wish to make the bot deposit all the collected ores, use the command "drop." Alternatively, you can leave it in collection mode, and it will gather all the ores you mine. Additionally, the bot now responds to several more commands; you can instruct it to follow you, toggle its lights on or off by saying "lights." In attack mode, it refrains from mining or collecting ores but will engage in combat alongside you. If it detects you as deceased or unconscious, it will alert all miners, request assistance, and relay your coordinates via the mining communication channel. to power it on u will need to feed it any type of ore first so it may listen to ur commands ## Why It's Good For The Game makes the non sapiant minebots more useful ## Changelog 🆑 refactor: the minebots have been refactored please report any bugs add: minebots can now mine walls and collect ores automatically and they will alert everyone if they find u dead /🆑 |
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3594c3d1fb |
Medical/roller beds (#78078)
## About The Pull Request 'medical beds' in the game were just varedited survival pod beds. This creates a proper medical bed subtype plus its own sprite for regular and roller beds. Cleans up little bits of the bed code and adds context helpers. - Medical/roller bed is now constructable with titanium and plastic after research - Bed will face the correct direction when pulled - Movable beds can have 'brakes' toggled with alt-click   ## Why It's Good For The Game Medical gets their own bed, new sprites, cleans up varedits on maps. ## Changelog 🆑 LT3 image: New medical bed and emergency roller bed code: Added context hints for beds /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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abe4af3fa3 |
Fixes iron floor tiles instances without /base subtype. (#77669)
## About The Pull Request Closes https://github.com/tgstation/tgstation/issues/77564. As it was reskinning into the `/obj/item/stack/tile/iron` it couldn't merge with the `/obj/item/stack/tile/iron/base` tiles. ## Changelog 🆑 fix: Base iron floor tiles now will be able to stack with other base iron floor tiles after being reskined to the base subtype. /🆑 |
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635bae421f |
Multi-tile airlock assemblies/pathing [NO GBP] (#77537)
## About The Pull Request Small fixes after https://github.com/tgstation/tgstation/pull/76732 - Creates base large subtype for mapping - Door assembly naming consistent with other airlocks - Base subtype large airlock no longer spawns in a normal sized airlock - Renames station2 subtype to public for consistency ## Changelog 🆑 LT3 fix: Base large airlock subtype no longer spawns a normal sized airlock image: Added mapping icons for large airlocks code: Repathed all public airlocks to consistent naming /🆑 |