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088409bbe376a7adcd4d1fb747cf4a5e4f257c5b
144 Commits
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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63e2f45ed3 |
TSA: Scanner Gates and N-Spector update (#85077)
## About The Pull Request Scanner gates now have a much-refined sprite with dirs. https://github.com/user-attachments/assets/22659e12-5565-4feb-a8e7-0f1a56c4a99e _The message in the video is outdated, now working with the formula `src.say("[detected_thing][reverse ? " not ": " "]detected!!")`_ Scanner gates now can have false positive/negative which depends on the tier of scanning modules in it: - Tier 1 - 4% - Tier 2 - 3% - Tier 3 - 2% - Tier 4 - 1% Scanner gates now loudly blare into chat when they detect stuff. Now there is a preset scanner gate to detect **GUNS** in main Brig entrances on maps, they are not upgraded with N-Spector. *** N-Spector now can not only scan items for contraband but people too. It takes 4 seconds, makes a loud noise, and warns the person getting scanned in a chat with bold text. https://github.com/user-attachments/assets/6aaca7bb-8273-485b-a727-c84f132b92f5 *** Made scanner code using proper cooldowns. The scanner gate description now tells on which mode it's turned on. Now smuggler satchel description tells you that it can prevent items from being detected by contraband scanners. ## Why It's Good For The Game Scanner gates sprites were ancient and as such been updated. Scanner gates having false-positive will make sure for Security to always be on their toes, and also cause interaction between crew who got false-positive. Also, it finally makes use of scanner gates being upgradable, as before this there was no reason for using higher-tier scanning modules for its construction. Scanner gates blaring into the chat now make it clearer for spectators to acknowledge why the scanner got triggered. Putting not upgraded scanners in the Brig entrance doors gives them some use outside of being sometimes built by bored Security Officers. *** When N-Spector was upgraded, I immediately thought it should also be possible to scan people, like how TSA scans people with metal detectors. It takes around the same time as stripping a backpack, and backpack searches still would be more effective as they can show stuff that the scanner cannot detect. The warning and loud sound make it possible for the person getting scanned to walk away if they start getting scanned unprompted. This would not likely cause any trouble, as going up and starting scanning someone for no reason would be the same as going up to someone and starting to strip their backpack. With N-Spector Security can perform more fluff interesting searches. ## Changelog 🆑 DrDiasyl aka DrTuxedo add: Scanner gates now blare into the chat the reason why it got triggered add: Scanner gates now can have false positives/negatives, and the chance of them being reduced when they are upgraded add: Brig entrances now have scanner gates preset to detect GUNS add: You can now scan people with N-Spector for contraband image: Scanner gates now have a better sprite with dirs qol: Scanner gates description now tells to what mode they are set fix: You no longer can remove N-Spector from scanner gates without unlocking them first /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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43e62163fe |
Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. ### What does something being contraband MEAN? Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. ### What items ARE contraband? Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> ### How does this interact with the round? Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. ### Other minor changes that I rolled into this Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). ## Why It's Good For The Game Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. ## Changelog 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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a3e65cdfdf |
Fixes meat producing copious amounts of blood (#84820)
## About The Pull Request Closes #83665 blood_walk component's amount of blood is actually the amount of tiles on which the component will leave blood. This makes steaks roughly consistent with the meat material, as previously they had copious 400 tiles of blood. Since by default blood decals hold 50 blood, this translates to... 20 thousand units of blood. Does same for the meatpack which copypasted code from the steak from the looks of it. ## Why It's Good For The Game 400 tiles is a nonsensical amount of blood for a single steak, and this is clearly an oversight. Maintainers are welcome to relabel this as balance if required. ## Changelog 🆑 fix: Steaks and meatpacks no longer have an absurd amount of blood stored inside of them. /🆑 |
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bd14e92d04 |
Converts slapcrafting into a bespoke element (#84226)
## About The Pull Request Converts slapcrafting into a bespoke element, used to be ac omponent ## Why It's Good For The Game Noticed this was a big C and realized there was no real reason for that. It's the same recipe shared across different items. ## Changelog N/A --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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d1f3fc3fdf |
Oldstation (Charlie) experiments tweaks [NO GBP] (#84379)
## About The Pull Request There was a feedback that the new techweb made it harder to do science on ghost roles, namely Charlie station crew. This PR makes a few tweaks to oldstation to lower the bar on the experiments: - Added a pure N2O tank for easier BZ creation - Added one diamond to the ai sat to create artificial BS crystal - Added research console to ai sat with frontier app pre-installed - Added a gas compressor to Beta station atmos area Also moved the NTNet relay back to tcomms node as it requires tcomms parts. And moved chem pack/blood pack from tier 1 to tier 0 per players` request. Also fixed the dissection experiments giving the old amount of bonus points, before the recent point denomination. Made a few other minor changes to the map. ## Why It's Good For The Game Charlie is supposed to be friendly for the beginner players, yet the new experiments are hard to do with the limited resources on Charlie. ## Changelog 🆑 qol: It is easier to do some required techweb experiments on Charlie station now fix: Fixed experimental dissection surgeries giving too many points balance: Techweb: Moved NTNet relay back to tcomms node balance: Techweb: Moved blood pack and chem pack to the starting node /🆑 |
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919a839c8b |
Fixed the floortile crate, adds them to blackmarket (#81742)
https://github.com/tgstation/tgstation/pull/81512 i accidentally added it to the emagged console it should be on contraband now. also added a backpack to present it from interfering. and its available in uplink 🆑 add: box with a set of floortile camo, which can be ordered in black market uplink add: also adds a backpack to camouflage fix: i had the crate under emagged console, should be fixed now. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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12afcb911e |
Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#81120)
## About The Pull Request
- Large amount of storage datum cleanup.
- Documentation.
- Maybe more consistent use of parent vs real_location.
- Removes the weakrefs, replaces it with just references.
- These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
- Some bugfixes.
## Why It's Good For The Game
Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.
## Changelog
🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
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87f32e149f |
Patches Up Gifts In Anticipation Of The Holidays (#80035)
## About The Pull Request I decided to look at why everyone loves (and I despise) Christmas too much, and was met with a lot of smelly code. In fact, some of it was completely busted! Let's fix several things. * We no longer use a GLOB for "every possible item you can cram into a gift box", we now use static lists scoped to the proc. That saves us some pollution for something that really didn't need it (and only was set up that way for cacheing I believe). We also static-cache stuff that we weren't doing previously, to save even more work (in anticipation for entropic heat death of universe). * Repaths `/obj/item/a_gift` to `/obj/item/gift`. I never liked the old path and this new one is cleaner. This also uncovered a bug. * Mappers would var-edit gifts to have a unique mapped-in type, but the code never respected this. I fixed it so the behavior should now respect that rather than override the variable on Initialize(). Now the goat plushie gift will always have said goat plushie rather than just any toy. * Procs should now have the proper arg nomenclature. * Also just cleans up a lot of single letter variables and the like. There was some cooked shit that's now alphabetized and nicely multilined. ## Why It's Good For The Game Ho ho ho. ## Changelog 🆑 fix: Some mapped-in gifts that were supposed to guarantee a certain gift weren't spawning that exact gift type, this has been patched to reflect the mapper's intent. /🆑 |
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cd030b0690 |
Adds 'Bloody Spreader' component that bloodies everything it touches (#78743)
## About The Pull Request Adds 'Bloody Spreader' component that bloodies everything it touches! For example inserting an item into it if it is a storage item. Or entering it if it's a turf, or bumping onto it, or... you get the point, hopefully. Added this component to the MEAT backpack, meat slabs, bouncy castles, meateor fluff, meateor heart, and the heretic sanguine blade. Gave most of these the blood walk component as well, which spreads blood if it's dragged around. Meat slabs contain a limited amount of both components, eventually they will 'dry out'. ## Why It's Good For The Game Meat isn't meaty and squelchy enough, this will make it meatier. It also makes the janitor suffer. ## Changelog 🆑 code: Adds 'Bloody Spreader' component that bloodies everything it touches! code: For example inserting an item into it if it is a storage item. Or entering it if it's a turf, or bumping onto it, or... you get the point, hopefully. add: Added this component to the MEAT backpack, meat slabs, bouncy castles, meateor fluff, meateor heart, and the heretic sanguine blade. add: Gave most of these the blood walk component as well, which spreads blood if it's dragged around. add: Meat slabs contain a limited amount of both components, eventually they will 'dry out'. code: Added a signal for when an item is entered into storage. /🆑 |
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8d57758420 |
Converts slapcrafting into a component (#78450)
## About The Pull Request Converts slapcrafting into a component! The component is added on to an ingredient (presumably the main ingredient) with a list of recipes attached. If you interact an ingredient (if no ignredients, a tool) with it, you will start crafting the recipe. If there's multiple, pick between them with a radial menu. Opening on draft as there's just a liiiiil bit left to do. The actual wired rod was left for last. ## Why It's Good For The Game Slapcrafting is simply better and more accessible and less laggy than menu crafting. By making it a component we can attach it to things in which it'd make sense to while stopping unintended weirdness that might arise from this being global. Additionally the way examine lets you see crafting recipes opens up visibility for those, which allows new players to learn about them in a intuitive manner. ## Changelog 🆑 refactor: Turned slapcrafting into a component! You can examine compatible items to see what recipes they can be used in, and what the ingredients for them are. For example, spears and the head-on-spear crafting recipe. /🆑 |
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af0e29f3bb |
adds a surgery tray to surgery supplies medical order, removes surgery duffelbags entirely (#78514)
## About The Pull Request the surgery supplies order from the medical order console still included a surgical duffel, so i axed it, and replaced it with a surgery tray. also axes the surgical duffel from the code, as it's no longer necessary to have. as well as it's prefilled morgue variant syndicate surgery duffelbags still work and are untouched. for flavor reasons ## Why It's Good For The Game the original switch to surgery trays was done via update paths, so there really should not be any more of these duffels laying around in code, primed to confuse mappers. this brings a bit more consistency to medical orders, and removes that source of potential confusion. ## Changelog 🆑 del: removes surgical duffelbags fix: the surgery supply order now comes with a surgery tray /🆑 |
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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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7d0eda3e85 |
Zipping a duffle bag closes UI of all storage items opened inside it (#77886)
## About The Pull Request Fixes #77885 zipping it now looks for storage items inside its contents and closes their UI recursively, including its own UI as well. ## Changelog 🆑 fix: zipping a duffle bag closes the UI of all storage items opened inside it /🆑 |
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0345de3582 |
New Backpack Type: Messenger Bags! (#77871)
## About The Pull Request  From downstream with love! These are mechanically identical to a normal backpack or satchel, just with more drip. Also a little bit of :o)  These will exist both in prefs and in drobes/lockers.  Sprites by Zydras. ## Why It's Good For The Game We love fashion here. We love it so much. And most backpacks are too in-your-face to fit well with a lot of 'fits. ## Changelog 🆑 Nerev4r & Zydras image: Adds messenger bags to character setup and drobes/lockers! /🆑 --------- Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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6c34d93be7 |
Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes) (#77330)
## About The Pull Request Massively overhauls and standardizes the nuclear operative uplink. ### Weapon Kits Essentially, all the main weapons of the uplink have been changed to instead come as 'weapon kits', which are essentially cases containing a weapon loadout to enable operatives to easily start operating on only just one item purchase, without the fuss of worrying whether or not operatives are getting spare ammo, or getting relevant equipment for success. Consider this a pseudo-loadout, though without necessarily restricting the purchasing of more weapon kits. All kits come in three categories: Low Cost (8 TC), Medium Cost (14 TC) and High Cost (18 TC). This is also matched by categorized ammo costs; Basic Ammo (2 TC), Hollow Point and Armour Penetrating (4 TC), Incendiary (3 TC) and Special (or anything that does not easily fit these categories and does something real extra) (5 TC). Weapons that lacked these ammos have gained these ammo types to fill the gaps. <details> There is may one exception to this in disruptor ammo, which is priced as basic ammo if only because it isn't _quite_ good enough to justify pricing at 5 tc and I can see an op wanting to use it as a basic ammo type instead of normal .50 BMG against, say, a silicon/mech heavy opposition. Since it cannot kill organics on its own, I'll consider this mostly basic-adjacent </details> The kits have also been labelled based on potential difficulty. This reflects possible difficulties in using the item, how conducive it is to success for how much game knowledge needed to actually use it, and how likely an op is to succeed using it. I don't expect ops to win using nothing but a rocket launcher, but I think ops should get a fair shake at trying, yeah? The kits are as below: #### **Low-Cost** _Bulldog (Moderate):_ Shotgun and three magazines of standard ammo. _Ansem (Easy/Spare):_ Pistol and three spare magazines of standard ammo. #### **Medium Cost** _C-20r (Easy):_ SMG and three spare magazines of standard ammo. _Energy Sword and Shield (Very Hard):_ Energy sword and shield. (Also a special hat) _Revolver (Moderate):_ Revolver and three speedloaders of standard ammo. _Rocket Launcher (Hard):_ Rocket launcher with three spare rockets. #### **High Cost** _L6 SAW (Moderate):_ LMG, and that's it. No spare ammo. _M-90gl (Hard):_ Rifle, two spare magazines of standard ammo and a box of rubber grenades. _Sniper (Hard):_ Sniper rifle, two spare magazine of standard ammo, and one magazine of disruptor ammo. Also suit and tie. _CQC (Very Hard):_ Comes with a stealth implant and a bandana. _Double-Energy Sword (Very Hard):_ Double-energy sword, syndicate soap, antislip module, meth injector and a prisoner jumpsuit. _**NEW** Grenadier's Kit (Hard):_ Grenadier's belt and grenade launcher (the one that launchers chem grenades). (I replaced the shit acid grenade with another flashbang in the belt) Surplus SMG (Flukie difficulty) has been unchanged. It just now comes with two rations. Includes two new revolver ammo types: Phasic, which goes through walls and armor, but has significantly less damage as a result (I've equalized the revolver damage and the rifle version's damage to 30 for both). And Heartseeker, which has homing bullets. Both are Special ammo, and are priced at 5 TC a speedloader. ### Other Gear The other items in the uplink have also been consolidated and standardized in various ways. #### Grenades Most now cost 15 TC for three grenades of any given type (including the full fungal tuberculous). This is pretty much identical to the previous price, just more consistent overall and front-loaded in cost. #### Reinforcements All the various reinforcements now cost 35 TC and all refundable, equalizing cost to the average across the reinforcements. This is primarily because I feel like all these options should be weighed equally, and not one of these options are necessarily worse or better than the other in their current balance. They're largely inaccessible for normal ops regardless, and typically come out when there is a discount or war ops. I took the average value and went with it. Not much more to say. #### Mechs They're just cheaper. These things still suck and they need help. They've always needed help. A slightly less excessive value for the mechs may help see people willing to spend the TC on them. I doubt it. I seriously suggest not buying these still. I keep them in primarily because they are big stompy mechs and are kind of iconic 'war ops' gear. #### Bundles Since I've implemented weapon kits, gun bundles are rather redundant. So the bulldog weapon and ammo bundle, the c20-r weapon and ammo bundle and technically the sniper bundle were removed. The sniper bundle is now the weapon kit, obviously. Nothing else here really. Except for one.... #### Implants Not much changed here. I standardized the implant prices to 8 TC a pop. This is in accordance with traitor implants, which ops also get. So everything in this category bar a few exceptions (like macro/microbombs) are around 8 TC. Makes sense to me, really. Importantly, I made the Implant bundle 25 TC, and I unrandomized the contents. Who in the right fucking mind would spend 40 TC just to get five reviver implants is beyond me. But instead, you get one of each of the cybernetic implants except thermal eyes (you can just buy thermals and get the benefit of both vision types; x-ray and thermal vision, if you want to use smokescreens a lot). #### Base Keys They're all now 15 TC, except the fridge which is 5 TC. It's weird they're valued differently when they are taken mostly to do gimmicks like xenobio and toxins in a hurry before hitting the station. So we've standardized it. ## Hat Crate **YES, GOOD SIR, YOU TOO CAN ORDER A HAT CRATE FROM THE SYNDICATE STORE FOR ONLY 5 TC!** **NO NEED FOR A KEY, JUST BUY IT AND PULL IT OPEN WITH YOUR STANDARD ISSUE CROWBAR!** **ENJOY YOUR NEW CRATE! ENJOY YOUR NEW HAT!** **PUT IT ON USING THE FREE HAT STABILIZERS WE INCLUDED WITH THE HATS!** ~~**NO REFUNDS IF YOU GET BLOOD ON YOUR HAT!**~~ <details> There is a 1% chance to instagib people with direct hits from a rocket. This does the crit effect. </details> ## Why It's Good For The Game The uplink needed more spring cleaning and standardization. With this, I've partially implemented my older idea for ammo consistency and initial allowance for nukies. Ammo is kind of over-priced and often where a good chunk of TC goes towards without really pushing nukies towards meaningful success. And it is often what is tripping up new players who didn't think to get any. Now, when they get a gun, they get ammo in their case. On top of this, the weapon kit category is both at the top of the uplink AND has a little label to say 'Recommend', so that these new players will hopefully know they should be looking there first. In addition, it is the gateway towards a concept that is currently being worked on. Nuclear operatives having some degree of predefined loadouts for players to select if they aren't sure what they want, or don't know what to get. Nukies is very confusing for many players. So giving them a fighting chance with some premade setups can help ease them into the role without needing too much player knowledge in how to apply the items. This is only one step towards that, so that players can identify what gear they need to help succeed based on their skill. I wanted to implement a difficulty warning so that players can choose gear loadouts that are actually conducive to their skill and knowledge. I based it on how much players would need to know to engage in combat with it, and how much fiddling is required to get something to work properly (overly involved reloading is a consideration, for example, as well as precise button presses). In addition, how much of a force multiplier some weapons can be for their ease of use. Most people recognize the c20-r as the most new player friendly weapon, as an example. So it would be good to steer players towards taking that gun because of how easy it is to use, understand and succeed with it. And most importantly of all; Having standards within the uplink is important. Most of the values in the uplink are just completely random. Nobody has a good grasp of what is too much or too little. Even just a hint of consistency, and people will stick to it (see implants for what I mean). And there is still some work to be done even there. A good start is weapons. Price for power can be meaningful when decided whether we want some weapons to come out more often than others. Players do enjoy making informed decisions and choices, and having affordability be a draw to some otherwise less powerful weapons (looking at you, Bulldog) can actually be a worthwhile and meaningful difference. ~~I thought it would tick off the gun nerds to change the calibers on the guns.~~ ~~I also thought adding hats would be funny given the release of TF2's most recent update.~~ ## Changelog 🆑 balance: Standardizes some of the nuclear operative entries to have more consistent pricing within their respective categories. add: Adds some new categories so that players have an easier time navigating the nuclear operative uplink. balance: Many items have had prices reduced or adjusted to make them more desirable or more consistent within their category. add: Weapon kits have replaced almost all the individual weapons in the uplink. You now buy these instead of the individual weapon. These often come with spare ammo or relevant gear for success. add: Most ammo types have been standardized in price. refactor; Removes a lot of redundant item entry code and tidies up the actual code part of the nuclear uplink so that it is much easier to find things within it. add: Added 40 new cosmetic items to the Syndicate Store. Buy them now from the Hat Crate, only 5 TC! code: Updated the nuclear operative uplink files. /🆑 |
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2cae334c84 |
Moves coroner surgery tools to their surgery duffel (#77200)
## About The Pull Request Coroners currently get 2 sets of surgery tools, cruel ones in their medkit, and regular ones in a duffel in their office. This removes the tools from their kit, and replaces their surgery duffel with a coroner surgery duffel, which has the cruel variants (if it exists), and does not come with a mask (as they spawn with one). ## Why It's Good For The Game Coroners get 2 sets of surgery tools for a job that only has 1 position, Paramedics would dream of this. This also removes the inconsistent medkits, 2 of them existing with the same name/icon/etc. but fit different things, is actually quite lame. I also removed their folder, because they are already given a clipboard AND a filing cabinet. ## Changelog 🆑 add: Adds the Coroner surgery duffelbag; This replaces Coroner's surgery tools in their medkit and current duffel, and has the cruel surgery tools instead of regular ones. balance: Cruel surgery tools are no longer premium. balance: Coroner's medkit is now premium in the vendor. balance: All Coroner medkits are the same, there is no 'large' variant. balance: Coroners no longer get a folder. /🆑 |
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025f4c4759 |
Updates all the icons in under/suits.dmi and related sorting/cleanup (#76865)
Somebody was pointing out how our suits varied WILDLY in quality Figured I'd go through and tidy them up |
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1e27ce031b |
Syndicate Duffelbag Rerework (#77060)
## About The Pull Request Syndicate duffelbags can fit 2 extra bulky items, down from three. Reduced syndicate duffelbag's unzipped slowdown from '1' to '0.3', and set its zipping-up sped to 0.5, same as unzipping. Added the following items to the Syndicate Duffelbag bulky exception list: Greentext, mech removal tool, gibtonite, skub, golem shells, mech ammo. Roughly sorted the list by item category. Fixed the syndie surgery duffelbag having more items than it can hold by removing the redundant surgical drill (Upgraded cauteries can turn into one anyways) Any storage item with a can_hold description can be examined twice to see what it can hold now. ## Why It's Good For The Game > Syndicate duffelbags can fit 2 extra bulky items, down from three. > Reduced syndicate duffelbag's unzipped slowdown from '1' to '0.3', and set its zipping-up sped to 0.5, same as unzipping. For most intents and purposes, it seems the syndicate duffelbag has gone from 'bland upgrade to backpack', to 'useless'. This is especially made apparent because it isn't exactly shown to the player that these duffelbags can carry bulky items (I didn't even know about it until I was making this PR!) The extra bulky item hold concept is great, but I have my issues with the item as-is that I seek to fix with this PR. There are TONS of issues with being unable to access your bag quickly, which is twice as relevant when your bag is an incredibly conspicious traitor item. Sure, you can have it in your hand, but then why even have it in the first place? That's why I want to reduce the slowdown significantly. '1' slowdowns are thrown around the whole game like they're reasonable (galoshes, water back-tanks, biosuits) - they aren't. '1' slowdown is CRIPPLING. It makes you frustratingly slow and effectively destroys any combat maneuvering you can do. This is very relevant for a traitorious item. The zip speed helps one use the duffelbag as a storage item dynamically, letting the item be an actual trade-off rather than mostly a downside. Gives you a reason to use it rather than just buying a smuggler satchel for more storage. Of course these are some hefty buffs, so I lowered the bulky storage to make up for it. I can bring it back up to 3 if wanted. > Added the following items to the Syndicate Duffelbag bulky exception list: Greentext, mech removal tool, gibtonite, skub, golem shells, mech ammo. Roughly sorted the list by item category. Some traitorious items that felt like they should be allowed in. Honestly, I think this shouldn't even be an exception hold except for blacklisting clearly bonkers things like backpacks, but whatevs. > Any storage item with a can_hold description can be examined twice to see what it can hold now. Generalization is awesome. Hardcoding is cringe! ## Changelog 🆑 balance: Syndicate duffelbags can fit 2 extra bulky items, down from three. balance: Reduced syndicate duffelbag's unzipped slowdown from '1' to '0.3', and set its zipping-up sped to 0.5, same as unzipping. add: Added the following items to the Syndicate Duffelbag bulky exception list: Greentext, mech removal tool, gibtonite, skub, golem shells, mech ammo. Roughly sorted the list by item category. fix: Fixed the syndie surgery duffelbag having more items than it can hold by removing the redundant surgical drill (Upgraded cauteries can turn into one anyways) qol: Any storage item with a can_hold description can be examined twice to see what it can hold now. fix: The parent crayon's name is 'crayon' to prevent any weirdness with things that show the parent type's name. /🆑 |
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5f53e14271 |
Expands storage of tactical medkits. Also puts premium medkit in nukie med bundle as should. (#77018)
## About The Pull Request Premium medkits weren't able to hold stuff they were spawning with so i expanded it. Also @necromanceranne seemed to forgot to put premium medkit to surgical bundle, so i fixed it. ## Why It's Good For The Game Less bluespace magic. ## Changelog 🆑 qol: Tactical medkits now can hold stuff it spawns with. fix: Nukie Medical Bundle now spawns with premium tactical medkit as it should. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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2eb0c65743 |
balloon alerts for storage failures (#76779)
## About The Pull Request Adds some balloon alerts for when you fail to put something in storage items (when there is not enough room, item is too big, etc.) Also adds some balloon alerts for when you fail with a duffelbag (if it's zipped it will say "closed!", and failure alerts if you move when zipping/unzipping) ## Why It's Good For The Game Balloon alerts are immediately obvious and leave no residue, which is good for failing to put something into a bag, as you probably don't really care to look back on it in the future, and want to immediately know why you cant put it in. I chose not to add balloon alerts for putting things in storage successfully for a couple reasons. For balloon alerts, they would be too long, but they hold fairly useful information so I don't want to cut down the messages. Also just having something like "placed" looked really bad in my opinion. I also can see what you or others put in their bag theoretically being useful to look back on. I think the compromise of storage failures and successes being held in different places (balloon alerts vs in chat) is fine, but if others disagree I can change it or just close this. ## Changelog 🆑 Seven qol: Added some balloon alerts for failing to place items in storage containers /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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cfd40aeef5 |
Imports and Contraband 2: Landfill Gacha Addiction (I put trash randomizers into cargo crates and called it content) (#76771)
## About The Pull Request This is a followup on my previous PR involving cargo imports. I've made a number of changes and new additions to cargo's imports and contraband. But I've also changed how Smuggler's Satchels generate loot as well. ### New: **Abandoned Crates:** You can now order in abandoned crates at a steep price. Obviously these are just your standard fare abandoned crates, so they've got a pretty long list of potential contents. Some great, some utterly not worth the price you paid for the crate. Since they're quite pricey, you can't order very many quickly. But this does allow cargo techs the opportunity to spend the round solving puzzles to get interesting loot. **Dumpster of Maint Garbage:** This dumpster (similarly named to another dumpster you can order) is filled with maint trash and potential maint random spawns. This list is extensive enough that anything spawned in this crate is likely to be mostly garbage. But, it is more affordable than abandoned crates. I'd consider this the literally trashier version of the abandoned crate. **Shamber's Juice Eldritch Energy! Crate:** A crate with one can of the extremely rare, short run edition of Shambler's Juice, Eldritch Energy! This contains 5 units of eldritch essence. Heals heretics, hurts everyone else! This is a VERY potent poison, but it also happens to be a handy way for a Cargonian heretic to get a potent healing item without having to waste knowledge points. **Animal Hide Crate:** It's a cargo crate full of animal hides! This can include fairly rare hides and some icebox creature hides as well, like polar bear hides and wolf sinew. It's not too expensive, and mostly spits out leather. **Dreadnog Carton Crate:** A carton full of the worst eggnog imaginable. This is just something to troll people with. Drink it and you'll get a massive mood penalty. Dreadnog! May or may not contain space cola! ### Updated: **Contraband Crate and Smuggler's Satchels:** This has had it's price increased considerably. But, for good reason. It now contains some more controlled random items, but also some more valuable contraband as well as a very rare spawn. The upper end on his contraband can be extremely valuable, but the majority of the items gained from contraband crates will probably be either what you can get now (quite weak), or something a bit more middle of the road (some more unique narcotics). As a consequence, I've also passed this change onto smuggler's satchels, as they used the crate to generate its contents. (it literally spawned and then deleted a contraband crate to generate the contents hoo haa). I've also increased the number of items in the smuggler's satchel. Since the randomly spawned smuggler's satchels are quite a bit rarer now there is only ever two spawned in the map, and spending actual TC on these is somewhat counterproductive, I don't imagine this will be more beneficial for scavenger hunters hoping for some interesting goodies. **Russian Crate (the normal one):** The mosins now spawn in ancient gun cases. These determine what kind of mosin you can get. 79% of the time, you get the crap mosin. 20% of the time, you get a good mosin. And 1% of the time, you get rations. This more tightly controls how many good mosins are entering into the round and how much of a value purchase the Russian crate actually is for getting ballistics. Since the process is even more unlikely than before, it isn't necessarily as guaranteed that you will get a good mosin. Hell, you might not even get a gun if you're that unlucky. **Shocktrooper Crate:** It now has an armor vest and helmet. So, not only do you get some grenades, you get some protection as well. Since this is the 'loud' crate, I felt it appropriate to make it slightly more useful for enabling that. **Special Ops Crate:** It now contains five mirage grenades and a chameleon belt, and has had the survival knife improved to a switchblade. This is probably the weakest of the two crates STILL, but hopefully these make them a little more interesting and novel by giving them pretty fun grenade to toy with. ## Why It's Good For The Game My initial PR hoped to add in a few more interesting purchases for cargo. I think currently cargo has a slight issue of not having enough valuable or interesting uses for their money. I think it still has that problem, but by including more unique crates that allow cargo to provide some oddities into the round, that might slowly work itself out. This PR hopes to provide another way to waste their money if they have an excess amount. Landfill Trash Gambling. Spending it away on complete junk, which I think is absolutely hilarious when it doesn't work out, as it is soulful in its design. Definitely not inspired by my recent thrift shop excursions this month buying and scrounging for furniture and interesting clothing. [Relevant](https://www.youtube.com/watch?v=QK8mJJJvaes) Also, I wanted to buff some of the crates I introduced a bit last time, and nerf the mosin production somewhat via a more controllable method that I can actually adjust as necessary down the line. ## Changelog 🆑 fix: Stops manifest generation runtiming when a cargo crate is empty. add: Abandoned crates are now available via cargo imports. add: Dumpsters full of maintenance trash are now available via cargo imports. add: An ultra-rare can of Shambler's Juice is now available via cargo imports. add: Animal hides and leathers can be (unreliably) ordered via cargo imports. add: The Dreadnog has entered this realm. To consume, purchase it via cargo imports. balance: Contraband Crates (and as a consequence, smuggler's satchels) now generate more varied goods. Mostly the same, but sometimes you get something quite different or even valuable. balance: Mosins generated via the Russian supply crate are a bit more random, weighing more heavily towards bad mosins than good mosins. balance: Buffed both the shocktrooper and special op crate. Shocktrooper now has an armored helmet and vest, and special op now has 5 mirage grenades and a chameleon belt. The survival knife in the special op crate is now a switchblade. /🆑 |
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4f2227baf3 |
Implements a macro for checking mind traits (#76548)
## About The Pull Request  Seeing this pattern repeated over various sections of code was starting to piss me off ## Why It's Good For The Game Lessens chance to cause errors with mind traits, ensures consistent behavior, makes it easier to change how mind traits work if necessary. ## Changelog hopefully not player facing --------- Co-authored-by: san7890 <the@san7890.com> |
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8c2c72b0ed |
Duiffel Spotfix (#76442)
## About The Pull Request Gives duffelbags their proper slot count They inherited this from backpacks, but I sorta just forgot about that [Creates "levels" of locked objects, uses that to make locked duffels work]( |
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03c964ac45 |
Reworks Duffel Bags (Zippers) (#76313)
## About The Pull Request Reworks duffel bags in line with oranges proposed plan.  Basically, instead of just making you slower all the time, they make you slower while you have them open, but give you the same speed while they're closed. As a trade off, opening and closing them takes time, 2.1 seconds (matches the sound) and 0.5 respectively. https://github.com/tgstation/tgstation/assets/58055496/555d2cd0-038e-4b0b-a693-0c66dac16f5b [Adds support for limiting extra storage, uses it to make syndie stuff cool]( |
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89a2a7cc3a |
Changes syndicate surgery duffelbags to contain advanced tools (#75846)
## About The Pull Request Changes syndicate surgery duffelbags to contain advanced tools. In total, they contain - All advanced surgical tools, alongside the normal ones without an advanced version - Sterilizine gel - Bone gel and surgical tape - Roller bed - Straight jacket, muzzle, and MMI Changed the Syndicate Infiltrators' surgery areas to contain a full syndicate surgery duffelbag. The normal infiltrator now has a operating computer and a closet of misc. surgical clothing and anesthesic tank. ## Why It's Good For The Game > Changes syndicate surgery duffelbags to contain advanced tools. > In total, they contain (...) The only real reason to buy this item is for the increased storage space the duffelbag gives, and I find that a little sad. Surgical tools are plentiful, as they can either be lathed from cargo, medbay, or just taken. A surgeon, the role that *should* thematically need this the most, has absolutely no reason to take it. Now they do! A full set of advanced tools is certainly something that can be considered for purchase, especially with all the bonus items in here - which might just allow a traitor to repair their bones if they're heavily wanted and licking their wounds in maintenance. The TC cost has been increased to 4 to compensate. > Changed the Syndicate Infiltrators' surgery areas to contain a full syndicate surgery duffelbag. Similar to above, but instead, the reasoning is that nukies really do not have a lot of time to do surgery. A lot of the 20 minutes of prep time in War is spent figuring out what you're buying with your exorbitant amount of TC, in non-War you don't really want to delay the mission for five minutes for surgery, and its hassle means that most people do not really want to bother with things like nerve threading, etc. due to the large, annoying time cost. > The normal infiltrator now has a operating computer and a closet of misc. surgical clothing and anesthesic tank. The former is because, well, what the hell, why didn't it have one! Removing the loose tools gave me the space for it. The latter is just me realizing that empty closet is weird and lame and so I gave it some fluff contents to give it a reason to exist. ## Changelog 🆑 add: Changes syndicate surgery duffelbags to contain advanced tools, sterilizine, surgical tape, and a roller bed. add: Changed the Syndicate Infiltrators' surgery areas to contain a full syndicate surgery duffelbag. add: The normal infiltrator now has a operating computer and a closet of misc. surgical clothing and anesthesic tank. /🆑 |
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1674f25725 |
New Medical job: The Coroner (#75065)
## About The Pull Request HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972 Adds a Coroner job to the game, they work in the Medical department and have their office in the Morgue. I was inspired to make this after I had played my first round on Paradise and messed around in there. The analyzer is copied from there (https://github.com/ParadiseSS13/Paradise/pull/20957), and their jumpsuit is also mostly stolen from it (i just copied the color scheme onto our own suits). Coroners can perform autopsies on people to see their stats, like this  They have access to Medbay, and on lowpop will get Pharmacy (to make their own formaldehyde). They also have their own Secure Morgue access for their office (doubles as a surgery room because they are edgelords or whatever) and the secure morgue trays. Secure Morgue trays spawn with their beepers off and is only accessible by them, the CMO, and HoS. It's used to morgue Antagonists. Security's own morgue trays have been removed. The job in action https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4 ### Surgery changes Autopsies are a Surgery, and I tried to intertwine this with the Dissection surgery. Dissections and Autopsies both require the Autopsy scanner to perform them, however you can only perform one on any given body. Dissections are for experiments, Autopsies is for the paper of information. Dissected bodies now also give a ~20% surgery speed boost, this was added at the request of Fikou as a way to encourage Doctors to let the Coroner do their job before reviving a body. I also remember the Medical skill, which allowed Doctors to do surgery faster on people, and I hope that this can do something like that WITHOUT adding the potential for exploiting, which led to the skill's downfall. ### Morgue Improvements Morgue trays are no longer named with pens, they instead will steal the name of the last bodybag to be put in them. Morgue trays are also removed from Brig Medical areas and Robotics, now they have to bring their corpses to the Morgue where the Coroner can keep track and ensure records are properly updated. ### Sprite credits I can't fit it all in the Changelog, so this is who made what McRamon - Autopsy scanner Tattax - Table clock sprites and in-hands CoiledLamb - Coroner jumpsuits & labcoats (inhand, on sprite, and their respective alternatives) - Coroner gloves - CoronerDrobe (the vending machine) ## Why It's Good For The Game This is mostly explained in the hackmd, but the goal of this is: 1. Increase the use of the Medical Records console. 2. Add a new and interesting way for Detectives to uncover mysteries. 3. Add a more RP-flavored role in Medical that still has mechanics tied behind it. ## Changelog 🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb add: The Coroner, a new Medical role revolving around dead corpses and autopsies. add: The Coroner's Autopsy Scanner, used for discovering the cause for someone's death, listing their wounds, the causes of them, their reagents, and diseases (including stealth ones!) qol: Morgue Trays are now named after the bodybags inside of them. balance: The morgue now has 'Secure' morgue trays which by default don't beep. balance: Security Medical area and Robotics no longer have their own morgue trays. balance: Dissected bodies now have faster surgery speed. Autopsies also count as dissections, however they're mutually exclusive. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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997dac9616 |
Imports and Contraband: Different! Cargo crates without locks! MEAT! (#74490)
## About The Pull Request ### **Cargo Black Market goods should stay in cargo's hands** #### New Cargo Console Category: Imports This category is explicitly the non-departmental category beyond simply having a Misc category. It is meant for material that nobody is meant to be buying for their departments, and mostly for the odd-ball crates that might show up. It also allows us to maintain contraband as exactly that; contraband that the departments shouldn't have access too whatsoever. If someone is buying from this category, they probably intend to be a cheeky fuck. <details> <summary>The New Changes</summary> #### Baseline Imports MEAT: MEAT (meat backpack you can eat) <details> <summary>MEAT</summary>   </details> Duct Spiders: They're adorable and cause a mess, but that doesn't stop Nanotrasen from importing them from the Australicus sector to your station! Stack of 50 Bamboo Cuttings: Pretty expensive and kind of a premium. Allows for those people looking to make bamboo decorations without hoping botany exists, and are at least willing to pay. Also lets them make horribly dangerous stuff with bamboo, of course. A Single Sheet of Bananium: The problems this will cause I think speak for themselves. (mostly due to a clown fruitlessly attempting to make something actually disruptive while bankrupting cargo) Natural Fish Bait: It isn't cheating, it's homemade. (Really good bait but expensive and obviously drugs) A dumpster...: A corpse in a dumpster, doesn't get more complicated than that. Useful for corpse reasons. Made using some code I borrowed from over here! https://github.com/lizardqueenlexi/orbstation/pull/354 #### Contraband Imports Foam Force Pistols: Same as it ever was with a price reduction. I brought it down because riot darts are like 8 bullets a clip, and do less damage than a disabler using riot darts. It feels like a sidegrade weapon, and even if it technically is a ballistic weapon, it...isn't that strong. I think this is pretty safe. Definitely Not a Duct Spider: It's actually a giant spider in a box. If you want to waste cargo's money while also sending them a mess to deal with, this is the crate for you. Russian Surplus Military Gear Crate: I took this opportunity to futz with boltaction rifles. There are two kinds of mosin nagant you can get in this crate. One of them is the good kind (no jamming). The other is the shit kind (yes jamming), but you get more of them. You can get the good ammo, or you can get the shit ammo. You'll have to pick through it a lot more carefully to make sure you know which ones you've received. Since this dilutes the pool even further, getting a good number of mosins that aren't trash is even more expensive, and even if you do get mosins at all, you might still only get the bad ammunition that doesn't work against actual human threats as well. It also now cannot be purchased through the security cargo supply console, and as to why they could in the first place baffles me. Doesn't have a lock anymore because...it's contraband? Who is locking this stuff? **Side note: _You can make surplus 7.62 in the autolathe as well. It is not very good except to fight fauna or naked assistants._** **Side Side note: _I've killed off the shitty brand_new subtype and brought peace once more to this land._** #### Illegal Imports (Emag) NULL_ENTRY: A journal that suggests how to make a...very interesting weapon. The Regal Condor. Kind of an evolution on some other ideas I've had over the years. This one is basically a secret weapon with a few hurdles to jump through. Very lethal. Very expensive. **Side note: _For reference, it's effectively 19 TC worth of gear to make, but there does exist some methods to acquire this more cheaply if you can get some bits and pieces from world spawns. Given it requires you to get some pieces of equipment that might require additional purchases of contraband, and getting into the captain's office to loot a specific piece of clothing, the stakes more than make up for the effectiveness._** Smuggled WT-550 Autorifle Crate: This is basically the same, but you might have noticed had you recently attempted, like me, to buy these when you emagged them using a personal account and discovered a tragic oversight. You couldn't, because they still needed armory access. This removes that access, because you've already gone to the effort of getting your hands on an illicit firearm through cargo, and if they techs somehow miss the fact that you've purchased a WT-550...all the better for you! Smuggled WT-550 Ammo Crate: Includes AP and Incendiary! **Side note: _You can get WT-550 ammo again via the Illegal Technology node._** Shocktrooper: Replaces the Special Ops crate. Contains a box of EMPs, smoke grenades, a couple of gluon grenades and a couple of frag grenades. Funsies. Special Ops: The NEW Special Ops crate. Contains a chameleon mask, jumpsuit and agent card. And a knife. **Side note: _This is what appears in some cargo loan events._** Refurbished Mosin Nagant Crate: The actual good mosin nagants. There are 6 of them. But they don't come with spare ammo. Hand them out to your techs! </details> #### New Crates - MEAT crate - Standard - Duct Spider crate - Standard - Giant Hostile Spider crate - Contraband - 50 sheets of Bamboo crate - Standard - A single sheet of bananium crate - Standard - Natural (drugs) fish bait - Standard - Dumpster with a corpse in it - Standard - Shocktrooper crate (Grenades) - Emag - Special Ops crate (Disguise) - Emag - Appears in some cargo loan events - Refurbished Mosin Nagant crate - Emag - Regal Condor construction journal (NULL_ENTRY) - Emag #### Changed Crates - Foam Force Pistols (cheaper) - Contraband - Russian Surplus Crate (less reliable, can't be bought by security console) - Contraband - WT-550 crate (more obtainable via personal accounts, thus incriminating, not armory locked) - Emag - WT-550 ammo (includes incendiary and AP) - Emag #### Crates that got moved, unchanged, into Imports - Foam Force Crate - Cosa Nostra Crate - Black Market LTSRBT - 'Contraband' Crate - Biker Gang Crate #### Not crate changes - You can print Surplus 7.62 (same as normal 7.62 but it sucks against armor) from hacked autolathes. - You can get WT-550 ammo from illegal tech. - Removes the redundant Brand New Mosin subtype - Fixes a potential exploit with jamming chance on Mosins. ## Why It's Good For The Game I just think some of the magic of Cargo getting their hands on obviously dangerous equipment and either hording it for themselves or attempting to pawn it off was lost in recent times. A lot of this 'black market' gear, however, suddenly became openly available to the crew anyway. For _free_. Contraband crates and mafia crates could be purchased via the Service budget. Security could just stock up en masse on mosins through their console. And one fairly unfortunate consequence of a few recent changes has made it nearly impossible to actually get illicit gear in the first place, even if you did go to the effort of getting the money for it. On top of this, most of cargo's goods are pretty safe purchases. There isn't much that would be considered 'actually a really bad idea to buy' other than maybe supermatter shards. I wouldn't mind there existing ways for someone to waste cargo's money while also causing them to have to clean up the mess. ## Changelog 🆑 balance: A significant overhaul of various illicit and dubiously legal goods and gadgets available via cargo. balance: Cargo now has an Import category for all non-departmental goods. (And black market goods) balance: Most contraband that already exists has been moved into Imports. adds: Includes several new imports of dubious quality. You get what you pay for. code: Removes the brand new mosin subtype as it is now defunct. fix: Fixes potentially exploitative code in the jamming proc. Cleans up that code while I'm at it. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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c27f9a6d9b |
Minor Nukie Thing: Bolt-action Sniper Rifle, balance coding, and some ammo changes (#73781)
## About The Pull Request ### The Rifle: -The Sniper Rifle is now a bolt action. This replaces the 4 second fire delay on the sniper rifle. This overall will improve the fire rate if you're good at racking the bolt, but it will also feel less like you're in a weird limbo of inaction while using the sniper rifle, since the fire delay can be quite confusing to players not used to it. This can be tweaked, like reducing the speed of the racking action, if it seems like it is too much. -The scope component now goes up to 50 tiles (or so), which allows you to gain a significant sightline over an area. The reasoning for this is simple. The component actually nerfed the overall range of the sniper rifle's scope, so this should hopefully restore that somewhat. And having such a huge sightline makes it much easier to utilize the impressive range of the rifle. Currently, it's really only ideal for extremely close range fighting. -The normal sniper rifle, the one that syndicate base scientists get, can be suppressed. I don't know why it was different. ### The Ammo: Normal .50 BMG: Does much more object damage, and on top of that deals additional damage to mechs, but not by much more. Now, when it dismembers a limb, it also deals its damage to the chest. This ensures that you didn't straight up lose out on dealing a killing blow because you took their limb off, and makes the dismemberment property of .50 BMG a significant upside rather than a immense detriment. Marksman: Gains a lot of the above benefits, but has much lower range. Why this nerf? It's actually because of some funny nonsense with how ricochet works. Which can cause....accidents to happen. To you. Consider that firing down a straight line and missing could be quite embarrassing when the bullet has 400 tiles of range. Soporific: Now called Disruptor ammo. Works as it did before, putting humans to sleep for 40 seconds (seriously, 40 seconds). Also deals some stamina damage, if...that's relevant. But now also causes an EMP effect and a boatload of added damage to both mechs and borgs, allowing it to be an excellent anti-mech and anti-borg ammo type, as well as scrambling any pesky suit sensors, energy weapons and so on in an area around the impact. Useful for support fire. Incendiary (NEW!): Causes a massive firebomb to go off where it impacts (no explosion, so this isn't a stun). Also sets the target on fire, which is always fun. Good for shooting into groups of people with impunity. Also deals burn damage instead, since I think nukies could use more methods for direct fire damage. Surplus (NEW!): It's .50 BMG but it lacks most if not all the upsides. No armour penetration, no dismemberment, no paralysis. It still deals a lot of damage to objects, so not a bad option for simply removing structures from afar. So what's the point in this ammo? You can buy 7 magazines for the price of one. I want to introduce 'Surplus' as an idea for nukies to invest in if they want to be able to keep shooting but they're really on a budget, like most non-warop nukies tend to be. This is definitely subject to change (like a damage decrease on top of everything else). Pricing and Capacity: Normal ammo and surplus costs 3 TC. Every special ammo costs 4 TC. Every special ammo also has the same ammo capacity as the normal magazine. It's kind of weird how most of the subtypes had 5 shots rather than 6, but then soporific had...3? I don't get it. This would probably cause a good deal of confusion, especially if you are swapping ammo types and weren't aware of this particular oddity. Anyway, 6 shots. ### Minor Addition Gets rid of the cheap suppressor. It lies to players, tricking them into thinking this is a low quality suppressor. Newsflash, it isn't. There is no distinct difference between that suppressor and the normal suppressor. ## Why It's Good For The Game The sniper rifle, unfortunately, sucks a lot except for very specific use cases. It got a big nerf with the scope component in terms of range, even if the functionality is way cooler. And, at a baseline, there was some counterintuitive functions attached to it. Dismemberment was cool, but it also caused a loss in overall damage due to how limbs contribute to core health. On top of this, the cool ammo types were...not much better? Penetrator was almost always the best option, even if it lost a lot of damage as a consequence. So, what was it good for? X-ray + Penetrator. Pretty much, that's it. It has some other uses but if I had to be entirely honest, there wasn't much that other weapon couldn't do as well. Hopefully this helps things going forward, and I want to mess with this as well down the line in case its a bit too much of a boost in power. Absolutely please rip this PR apart. ## Changelog 🆑 balance: Makes the syndicate sniper rifle a bolt-action rifle. balance: Sniper rifles have a scope range of roughly 50 tiles. balance: Sniper rifle ammo, if it dismembers your limbs, does damage to the chest. balance: All the various syndicate sniper rifle magazines have consistent casing quantities (6 shots). They also have more consistent pricing. 3 for normal and a box of surplus, and 4 for every other type. balance: Reduces the range of Marksman ammo to 50 tiles. Not because it is strong, but because you might accidentally shoot yourself if you're not watching where you're shooting. Ricochets are no joke. add: Replaces Soporific with Disruptor ammo. Works like soporific, but also EMPS things it hits. add: Adds Incendiary .50 BMG. Causes a combustion to erupt from the struck target, as well as setting targets on fire. Great for parties. add: Adds Surplus .50 BMG. It sucks, but you get a lot of them! Quantity over quality, baby. remove: The suppressors in the bundle are of standard quality. The apparent 'cheap suppressor' that came bundled with the C-20r and sniper rifle were found to actually be 'fine'. Trust us. /🆑 |
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33d9a0338f |
Reworks trashbags slightly (#73761)
## About The Pull Request I'm a bit sad about the state of trashbags. They're very clunky to use, so they almost never get touched. S depressing. Let's try and fix that. Let's make em fit in the belt slot (again), but as a tradeoff we'll make it harder to pull one thing from your bag. We'll give it a say, 1.5 second delay, so you can't quickdraw from em. If you try and dump them out into something else, we'll throw any spillover on the ground below you I'm also doing some general code cleanup here. Making procs more readable, vars more direct, removing some old legacy stuff. I've added a remove_single proc to hook into via subtype, which takes a mob as input. this has required placing extra requirement on some helper procs, but fortunately it's not something they're unable to meet. My hope is this will make garbage bags usable without being stupid. ## Why It's Good For The Game I don't see these get used at all, cause they're a pain to carry around. They got gimped because people were using them as infinite storage for shotgun shells and other small items. I've made using them for this sort of thing hard and slow, so I think we oughta be fine. If not I'll do some more touching, maybe give the autodrop a delay. ## Changelog 🆑 balance: The janitor's trashbag now fits on his belt. In exchange, taking something out of it sends a visible message, and has a delay. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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6a0c884410 |
[no gbp] removes all duplicate armor datums (#72354)
## About The Pull Request closes #72348 Title ## Why It's Good For The Game My bad ## Changelog Heres the script I used this time if you want to ```cs var baseDir = Environment.CurrentDirectory; var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList(); var known = new Dictionary<string, List<KeyValuePair<string, int>>>(); foreach (var file in allFiles) { var fileLines = File.ReadAllLines(file); for (var i = 0; i < fileLines.Length; i++) { var line = fileLines[i]; if (line.StartsWith("/datum/armor/")) { var armorName = line.Replace("/datum/armor/", "").Trim(); if (!known.ContainsKey(armorName)) known[armorName] = new List<KeyValuePair<string, int>>(); var knownList = known[armorName]; knownList.Add(new KeyValuePair<string, int>(file, i)); } } } Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums."); var duplicates = new Dictionary<string, List<int>>(); foreach (var (_, entries) in known) { var actuals = entries.Skip(1).ToList(); foreach (var actual in actuals) { if (!duplicates.ContainsKey(actual.Key)) duplicates[actual.Key] = new List<int>(); duplicates[actual.Key].Add(actual.Value); } } Console.WriteLine($"There are {duplicates.Count} files to update."); foreach (var (file, idxes) in duplicates) { var fileContents = File.ReadAllLines(file).ToList(); foreach (var idx in idxes.OrderByDescending(i => i)) { string line; do { line = fileContents[idx]; fileContents.RemoveAt(idx); } while (!String.IsNullOrWhiteSpace(line)); } File.WriteAllLines(file, fileContents); } ``` |
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72add64520 |
Refactors armor into dedicated subtypes (#71986)
## About The Pull Request See title. ## Why It's Good For The Game Code is cleaner, and more readable/intuitive Technically closes https://github.com/tgstation/dev-cycles-initiative/issues/8 ## Changelog 🆑 refactor: armor, from the ground up basically /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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7b10eb45bc |
Fixes cursed duffelbag's permanent curse (again), unit tests it. (#71969)
## About The Pull Request Curse of hunger did some funky stuff by checking for `slot_equipment_priority` (which ONLY BUCKETS use) and registering certain signals based on that The signals they were using instead didn't pass the unequipper, so the curse never got removed on unequip. Replaced them with just equip and drop, as equipped and dropped work just fine for it. Unit tests this. ## Why It's Good For The Game Infinite curse of clumsy and pacifism is kinda bad ## Changelog 🆑 Melbert fix: Dufflebag Curse no longer lasts forever after the bag is destroyed. fix: Dufflebag Cursing someone already afflicted properly doesn't try to add the curse again /🆑 |
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2425531eb2 |
Removes tablets (not PDAs) entirely. (#71507)
## About The Pull Request **Comes with an UpdatePaths!** Removes the tablet subtype, PDAs now replaces them entirely. Nukie and Silicon tablets are now subtypes of the PDA instead, while contractor ones were removed entirely as they didn't do anything and were unused (though it wouldn't be hard to re-add). Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi, which is just larger icons of modular_pda. Each application requires an icon state in both of these, for 2 different sizes, which makes it annoying to make new applications, especially if it can also run on computers/laptops. ### Icons Because Silicon tablets are now a subtype of PDA, they use PDA icons instead of tablet ones. Luckily for us, they already exist in code.  AI's don't use a tablet icon though, so they aren't affected. ## Why It's Good For The Game There's very little difference between tablets and PDAs, PDAs overshadow them in every single way, so at this point I don't see why we should have both of these, and if you compare the two in usefulness and actual in-game use by players, it's a no-brainer than the item all players get roundstart and comes with a messenger should be the one we go with. Also as said in the about section, when making an app you would need to make icon states for the program running for all hardware it can run on, which is Computer, Laptop, PDA, and Tablet. Laptop is just a smaller computer icon PDA is just a smaller tablet icon However, you can't simply shrink the size of the icon, instead you have to completely resprite the same app icon FOUR TIMES for it to not bluescreen on all these different devices. <details> <summary> Here's examples of it </summary> Computer (NOTE: *They share the same icon file as regular computers*) <img src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/> Laptop <img src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/> Tablet <img src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/> PDA <img src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/> </details> If we wish to help in simplifying this, we should remove tablet icons entirely, which means 1 less icon to worry about. To do this, we'd need to resprite nukie PDAs, however I am very much not a spriter and never tried GAGS, so I'll leave it to someone else to do. ## Changelog 🆑 del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon and nukie tablets are now PDAs. /🆑 |
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fd19f6d5a0 |
The Mining vendor now works like the Chef produce console (has to go through Cargo) (#71023)
## About The Pull Request Now comes with a Hackmd: https://hackmd.io/ImTe5FLeTgmI7spTWKBaFQ?view In-game screenshots:    Removes the old Mining vendor console and all its bad code. Instead, the chef produce console was generalized and a NEW mining vendor is a subtype of it. If they try to Express this console, it will be 1.5x the mining points (compared to 2x for the Chef produce console atm), so it is technically possible, but it is still better to order it through Cargo. Different to the Kitchen crate, this one is a private order by the Shaft Miner, using mining points instead of Credits. Cargo CAN emitter it open, but I think that's an acceptable risk with all crates. As shown in the screenshot, Cargo will immediately know who ordered the items so knows who to call to pick it up when needed. This also means Shaft Miner's vendor is now categorized somewhat. I tried my best to make sense out of it but some items really don't make sense (laser pointer, soap...) I split the different sections of orderable items into different files for better management, and de-hardcoded it and its TGUI to make it easier for anyone who wants to add more to it. I also made the produce console use paths and added ways 'categories' to produce consoles, which indicates which sections you should and shouldn't be allowed to see. https://github.com/tgstation/tgstation/pull/71007 already did part of this but it isn't merged yet so :/ Free golems are mostly unaffected by this. Their console only works in express mode and doesn't increase the prices for it. The only downside is the cooldown. I still have some things to finish on this PR so it'll be left as draft until at least tomorrow. ## Why It's Good For The Game https://hackmd.io/ImTe5FLeTgmI7spTWKBaFQ?view 1. A large problem currently with Miners is that they don't interact with the station, this will at least help integrate them more into their own department, by making the cost of their equipment cheaper if they bother to actually go through Cargo for their gear. 2. It also means that a non functional Cargo would affect Shaft Miners too, and as they have access to the shuttle, maybe we can expect some Miners to pick up the slack if needed. 3. The old mining vendor was the ONLY vendor in the game that had infinite stock. It doesn't need a refill or anything like any other vendor, and every other vendor uses credits, mining points is just shaft miner credits. Why are they an exception? At least being ordered through the shuttle makes sense. 4. It opens the QM being able to see easier what Miners are doing, and prevents miners from hiding on Lavaland to do nothing but hunt fauna if they were meant to be demoted or something by the QM. Basically, gives the QM more control over the people working in their department. ## Changelog 🆑 add: Shaft Miner's equipment vendor now orders their equipment through the Cargo shuttle, though you can spend 1.5x the points to express it, making it a Mining version of the Chef's produce console, with a weakened express tax. /🆑 |
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03bc97ade5 |
Nukies Update 6: Interdyne is here for you! Medical Supplies and Atropine! (#71067)
## About The Pull Request Quite a few changes overall to the nuclear operatives tactical medkit. The kit is more of a full suite of equipment for performing field medical duties as a nukie. - I've split the medkits between two kinds. Basic and premium. Medical bundle has the premium kit. - Basic contains additional amounts of basic c2 chem patches, some spare atropine autoinjectors, sutures and regen mesh, and some basic medical equipment for tending wounds. 4 TC (as it was before). That's it. - The premium kit is a far more useful full suite of advanced medical equipment, MODsuit modules, medical supplies and cybernetic implants, including the combat hypospray and the combat defib. 15 TC. **In the premium kit, there is:** - It has a box of beakers with powerful healing chems. Omnizine, salicylic acid, oxandrolone, pentetic acid, atropine, salbutamol and rezadone. - The combat injector is empty, so you can load it as necessary. - There are advanced sutures and regenerative mesh packs. They don't work through spacesuits, but are invaluable for wound repair. Especially burns. - There is a surgery arm toolset so you can do field operations without lugging tools. - There is a surgery processor module that comes preloaded with advanced surgeries, a threadripper module, and the combat defib module. The module works entirely like a combat defib, but you don't need to lose your belt slot to use it. - The surgeries are revival, the upgrade surgeries (like vein threading), brainwashing (did you know they didn't get access to brainwashing, I think this is a shame) and the better tend wounds option. - The nightvision medical hud doubles as a pair of science goggles. **Atropine changes:** - Atropine now stops bomb implants from autoexploding. This does **NOT** stop you from manually detonating the bomb. (This is possible even when you're dead and haven't left your body) - As a result, nukies get atropine medipens so that they can potentially stop themselves detonating prematurely, or stop their allies detonating prematurely. They have a little pamphlet to help explain how their microbomb works. ## Why It's Good For The Game Straight up: The medkit is ass. The meds in the injector sucks, just getting c2 meds in patches is kind of insulting for something granted to you from an uplink item (and also you get those for free with your ~~xbox~~ infiltrator medical room so lol), and operatives just got the kit for one reason and one reason only. That combat defib as a _weapon_. Fuck that. So the kits now much better as a way to both support yourself AND your team through providing a range of improvements you can provide the squad, while also not undermining the reason why people may have wanted the kit (that defib). I would really like to see more nukies attempt to support one another in combat, and a medic operative is a role that needs love to make that a reality. **Edit here**: I reintroduced a low end kit with more c2 medical supplies _if you want them_. I can see how someone might pinch all of the medical supplies like a cunt, so maybe we should have a failsafe for that. A huge culprit of the lack of value of support meds was usually that ops...explode when they die. If a medic can pop atropine into an op before they die, they might be able to save them, or an op could pop themselves with atropine prematurely to maybe stave off death. ## Changelog 🆑 balance: Splits the nuclear operative combat medical kit into two versions: basic and premium. balance: Basic contains additional amounts of basic c2 chem patches, some spare atropine autoinjectors, sutures and regen mesh, and some basic medical equipment for tending wounds. 4 TC (as it was before). balance: The premium kit is a far more useful full suite of advanced medical equipment, MODsuit modules, medical supplies and cybernetic implants, including the combat hypospray and the combat defib. 15 TC. balance: Atropine stops bomb implants from automatically detonating on death. You can still manually activate your bomb implant (even when you are dead). balance: Operatives start with an atropine pen to stop themselves and their allies from detonating so they can hopefully be saved by a medical operative. add: There is a pamphlet to explain this in the nuclear operative's survival box. add: I'm not telling you to read the pamphlet, but you should probably read the pamphlet. /🆑 Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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ad5debaaa1 |
Add investigate_deaths (#71112)
## About The Pull Request Adds INVESTIGATE_DEATHS, an investigate category intended to better show causes of death.   Also makes suicide_act take a `mob/living` as an argument instead of a `mob`, and some minor style improvements since apparently I hate atomicity. ## Why It's Good For The Game Inspired by a mysterious death and dusting. More logging and leads for admins investigating deaths. Also fixes #59028 ## Changelog 🆑 Tattle admin: added investigate deaths to shed some more light on unusual demises, dustings, and gibbings /🆑 Co-authored-by: tattle <article.disaster@gmail.com> |
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c29b3781a9 |
Missile Sanity Checking: I made it explode better? (#70813)
* Fixes robotics and nukies gaining access to the wrong type of exosuit missiles, renames the BRM-6 to the PEP-6 (Precision Explosive Projectile), ensures the defines match to which gun goes where, also renames the ammo paths to also prevent the same confusion, swaps around a whole lot of the pathing for what missile is the baseline and what is the parents, makes the PEP use the missile procs instead of its own snowflake code, inadvertently makes the missile a borg murder device but fuck it they're dense objects |
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d74f164499 | Prevents chaplain's backpack from noclipping better than a Gmod admin. (#70503) | ||
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2878345ebb | Swaps sleep() to use SECONDS define, changes some sleep(1) to sleep(1 TICKS) (#70452) | ||
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e0b706c36c |
Put clothing on people by clicking on them with clothing inhand + targeting correct area. (#69560)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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1a32f60cf4 |
[ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons (#70037)
fix: Fixed a bunch of missing inhand icons. fix: Fixed cables in electrical toolboxes not randomizing their colors. fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables. fix: The collectable SWAT helmet is now using the proper icon again! refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors. imageadd: Updated the screwdriver belt overlay to represent the newer sprite. imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3 fix: Wirecutters now have an icon when inside a belt again! admin: Added a new omnitool subtype that allows you to spawn all items in a typepath! fix: Explorer gaskmasks now properly reflect their adjusted state when held. fix: Fixed balaclavas having the wrong icon when pulled up. fix: Fixed the base energy sword (admin spawn only) being invisible. fix: The rainbow energy sword is now a little bit more rainbowy! fix: Fixed an tk exploit with orange handcuffed shoes. fix: The traitor outfit in the select equipment panel is now actually functional! |
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94dece8e5a |
Moves backpacks into their own DMI and "standardize" some names (#70220)
I wanted to touch a backpack sprite and got mad with everything being on the same dmi file sooo... Creates a dmi for backpacks because we had everything shoved on the same back.dmi or storage.dmi which is a headache to work with. I tried to standardize the name between backpacks, satchels and duffels and some minor clarity while I was there, stuff like: securitypack -> backpack-security satchel-sec -> satchel-security brokenpack -> bag_of_holding-inert Also made a new obj icon file for the ethereal backpack, it had it's own file for the mob worn icon so now both icons have their own dmi. Probably should rename it to "species" if we ever add more species/lore related backpacks but that is a future issue. I didn't touch the inhand dmis or "standardize" their name, they are well split enough and just to avoid making a zillion changes on the same PR. I might look into it if this PR is merged. |
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9f2372ea77 |
Adds Ethereal Fashion (#69494)
Added two new ethereal themed pieces of clothing, and a new curator bundle: Ethereal Trail Warden |
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d91390a447 |
[IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine Moves Halloween, Christmas, and misc holiday items to obj/holiday Moves lollipops to obj/food Moves crates, closets, and storage to obj/storage Moves assemblies to obj/assemblies Renames decals.dmi to signs.dmi ...because they're signs and not decals Moves statues, cutouts, instruments, art supplies, and crayons to obj/art Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys Moves guns, swords, shields to obj/weapons |
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ec1c311664 |
Fixes storage mass transfer being generally broken, adds mass transferring onto griddles (#69084)
* - Fixes storage mass transfer - Brings some sanity to storage procs - Implements a griddle feature that never was * Uncomment this * Right-click attack fix * Scoop fix * Smartfridges use silent * Restores some lost checks * Fixes storage implants |
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4a274a6e4b |
[MDB IGNORE] Refactors drinks and fixes a lot of food problems (#69081)
* Makes condiments their own subtype, fixes geese, prepares for merging * Fixes geese checking drink type instead of edible foodtype to eat gross food. * Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD! * Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all. * Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink * fully removes Food subtype * /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother. * /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities. * Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago. This doesn't compile yet, but I do want to make sure my progress is well tracked. * remove copypaste code, changes soda cans * Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed. * Made soda cans their own subtype since they didn't share anything with glass bottles anyways. * Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word... * Removes a snowflake signal, now that both drink types share a common one. * Adds everything to the .dme Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only. * Moves all icons into a single drinks dmi I'm not that great at icon stuff, hopefully I didn't forget/break anything. * Turns juices into their own subtype This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'. * fixes compile issues, adds updatepaths * a better updatepaths * updates the damn maps now * properly names the updatepath * how did that get there * i suck at handling merge conflicts * how am i this bad * code improvement and soda fix * more fixes * Don't be a timer Ports from old food bottles to trans the reagents, rather than add a timer to. * Merge conflicts and fixes bottle smashing * Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit. * runs updatepaths again |
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92dc954ab5 |
Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize |
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f0a78409d8 |
[MDB Ignore]Suit DMI split p1: Mob icons (#68417)
Co-authored-by: TWAT <twaticus.tg@gmail.com> |