* Repath wall reagent dispensers
This changes /obj/structure/reagent_dispensers/{virusfood,peppertank}
to be subpaths of /obj/structure/reagent_dispensers/wall.
The WALLITEMS test now checks for all wall mounted reagent dispensers,
instead of just peppertank specifically.
> git ls-files '*.dmm' | xargs -d\\n sed -i 's@/obj/structure/reagent_dispensers/peppertank@/obj/structure/reagent_dispensers/wall/peppertank@g'
> git ls-files '*.dmm' | xargs -d\\n sed -i 's@/obj/structure/reagent_dispensers/virusfood@/obj/structure/reagent_dispensers/wall/virusfood@g'
Made both drinking and shot glasses use the generic reagent_containers/update_overlay() method. Standardized drinking and shot glasses update_icon_state().
About The Pull Request
Closes#62465
Also makes ghost poly technically designated as a boss in the code as their sentience type, as far as I can tell this doesn't actually change anything other than the ability to make it sentient, but it also makes sense for a creature effectively incapable of death to be designated as a boss in the code.
Why It's Good For The Game
As funny as it is, mindswapping (blood into a rainbow slime extract gives you a mindswap potion) into ghost poly, or otherwise making ghost poly sentient, is an exploit that should be patched. Ghost poly is as fast as a ghost, can move through walls, has godmode, and if you give it a fugu gland it can beat people up. It can also pick up things, such as the nuke disk, which would make nukeops rounds pretty unfair and unfun.
Changelog
cl
fix: Aspiring xenobiologists and ambitious wizards can no longer mindswap into ghost poly or otherwise make them sentient in an attempt to gain godmode + ghost speed + the ability to go through walls.
/cl
Renames conveyor2.dm to conveyor.dm, and removes the historical comment about "new conveyor belts". As a reminder, comments should be about what the code is now, not what it used to be. (Muh history -Lemon)
Moves conveyor belts to their own SS with an identical wait. It is very common, as an admin, for me to want to adjust conveyor belt processing, either to make it faster (for laughs) or to disable it when it is causing heavy lag. It is very difficult to do this (especially the former) because it just uses fast process.
AI's doing research is logged to the RD, but Cyborgs doing it just shows up as 'Unknown', which makes no sense because some AI can order a Cyborg to do research on their behalf so the RD doesn't know who did it.
It also makes the RD's job easier to find out what rogue cyborg is doing research when told not to.
* Makes PDA crew manifest and crew monitoring computer respect trims for ordering and sorting
* Fix static typecheck issue
* Added initial rank tracking for IC command
Adds a blank printing system.
Virtually every Space Station 13 server has its own system of bureaucracy. As a rule, it is some kind of Wiki page with markup tags and a few sample forms. And that's usually the end of it. With stamps and a filing system in place, people rarely use them. This PR takes it upon itself to remedy this situation by introducing form standards into the game itself and adding the ability to print them.
Co-authored-by: twilightwanderer <twilightwanderer@users.noreply.github.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
About The Pull Request
Cargo exports will now start deleting the thing and its contents only after everything has been sold and hopefully stop objects from being deleted before getting sold (no export datum actually deletes anything on sell_object()). This PR also removes a variable only used in one place (an admin only item created by ExcessiveUseOfCobblestone, who probably didn't know there's an argument that stops unsold items from getting deleted) and that may be source of harddels.
Why It's Good For The Game
This will fix#62644, perhaps some harddels and other oddities.
Changelog
cl
fix: Cargo exports will now start deleting items only after everything is sold. This will fix issues such as unachievable exports (like machine ones) and getting less credits than what export scanners says.
/cl
About The Pull Request
Makes the "Ian Adventure" station trait more interesting by giving him deadchat control (democracy mode, 3 seconds cooldown on inputs) and a couple extra lives* to survive early round tiding.
*Basically, a new component that respawns the critter when he dies. The component itself is simple enough, but it sends a signal each respawn to allow other datums to expand this behavior how they want. I've contemplated adding a signal that can stop death, dusting and gibbing instead of respawning the mob at first but because death(), dust() and gib() were made with the assertion that the mob is always going to die I've quickly realized it'd require a refactor that's way too big and out of scope.
The deadchat control of corgis only include commands to change and drop hats, "speak" (random lines from the speak list of the mob) and spin (other than cardinal movement) for now. I'd have loved to add more complex commands (like, argumented) that can potentially be relayed to the AI controller, but I guess that'll have to wait until the thing gets refactored a little.
Why It's Good For The Game
"Ian's Adventure" is a really bland station trait at the moment. All it does is move Ian somewhere else at the start of the round. Even by the station traits standard of being small things this is insignificant, and also pretty bad considering Ian is not actually going on an adventure since he lacks the initiative to do anything being an npc dog.
This PR aims to breath fresh air into this station trait and push it toward a slighty more engaging direction, though it relies on observers to work, while still being a small """"cute"""" station trait.
Changelog
cl
expansion: The "Ian's Adventure" station trait now makes Ian deadchat controllable and gives him a couple extra lives (to survive early round tiding)
/cl
There is still the potential for false positives since the way diagonal
cameras were made didn't exactly line up with where their direction was.
However, this brings functionality back to parity with before the
dir-sanity PR.
This PR is the first of a few were i'll be merging similar working gases into one.
This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases
The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?)
The PR so far:
-removed nitryl
-removed stimulum
-merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K)
-made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken
-Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas)
Less rare gases, going towards a better atmos gameplay loop
Was looking for a way to make a cache list when I noticed the assoc_literal component wasn't in the lathe
I rather cache a list of stuff than continuously run foreach/searchs on data from the ntnet or otherwise.
About The Pull Request
This PR adds small and large plates and allows you to break plates by throwing them.
bild
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Why It's Good For The Game
Having larger plates allows you to more easily run the buffet gimmick as you can fit more items on the large plates.
Having large plates also allows for more space for creative food plating.
The small plates lets the chef serve small food items such individual cake slices without the plate looking mismatched.
Plate breaking improves immersion and allows unsavoury characters such as mimes and syndicates to stir up trouble.
Changelog
cl
expansion: Small and large plates have been added to the kitchen vend.
expansion: Plates will now break when thrown.
/cl
* Adds some basic sanity to the plumbing bottler
* Update code/modules/plumbing/plumbers/bottler.dm
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
* Update code/modules/plumbing/plumbers/bottler.dm
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Adds a USB port to constructable hydroponic trays. I had to refactor some hydro tray code, which is kinda old, to fit the USB circuit and the new signals in.
This does not make the nuke explode like it used to.
The nuke will now dust you in a similar way to the AI doomsday device when it goes off. This will only happen if the nuke successfully detonated on the station and not on a near miss. Otherwise, it kills everything on the z-level.
There has been code in the game for an extended period of time that was supposed to make this happen, but I believe it was bugged and did not properly give the z-level of the nuke in the explosion.
It should be noted that gameplay-wise this makes it so antagonists who need to escape will no longer get a free pass for being on the station when the nuke goes off, but they will still be counted as escaped if they are in lavaland/another z-level. I would say that this is only good for the game but I understand if it's controversial.
The original code gibbed people on the z-level, although I've considered changing it to dusting. I would like opinions on this or alternative methods of death.
fixes#62788
* Stops HFRs from being able to be blown up if an explosion's epicenter is on the tile
* Stops stationloving objects from being able to be teleported to HFR core
* Automatically add PREVENT_CONTENTS_EXPLOSION_1 to all INDESTRUCTIBLE machinery
* Document reason for PREVENT_CONTENTS_EXPLOSION_1 flag being needed
About The Pull Request
Creates a modular TGUI for simple bots.
Current issues with simplebots:
They are all HTML
Why It's Good For The Game
Better looking UI
Many new tooltips for information
You can now lock/unlock the controls via UI
You can now lock/unlock the maintenance hatch via UI
A little bit easier to catch runaway bots
Changelog
cl
add: All of your favorite simple bot friends aboard the station now have a much better interface in TGUI
qol: You can now lock
/cl
Adds mapping debug verbs that pull info about how many food/stacks are in the world and on the station.
Puts them into happy little html uis to make em easier to read.
A stacks amount is it's actual amount, so the amount of items inside it, rather then the amount of stack groups
This will fix#62065 by adding a new trait that prevents mobs from activating another elite tumor structure until he's won or lost the previous challenge, along with possible sources of harddels by making sure the hard-refs are properly cleared if the mobs get qdeleted.