* Tramstation: choo choo MORE MAP COMIN' THROUH
* Tramstation: Skyrat Edition (#4104)
* Decals Fixed
* Modularity? Whatever
* Fuck me if I need to make a second PR for this
* Blueshield + Cryo + Ian Fursuit
* Automatic changelog generation for PR #4104 [ci skip]
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
* Making blood less frustrating (#57085)
Two changes.
1. If a splatter of blood isn't bloody enough, the character will not get bloody shoes.
2. Characters with light steps trait won't get bloody clothes if they step on a bloody tile without shoes.
3. added: Blood dries over time. Usually, 3 or 6 minutes. If a splatter is big enough, it can stay wet up to 15 minutes.
Why It's Good For The Game
The entire crew won't have bloody shoes anymore.
Less time wasted looking for showers or sinks to wash their shoes after stepping on a near invisible blood decal.
Characters without shoes (or who don't want to get their clothes bloody after taking them off) will get more use from a near useless trait.
Changelog
cl
qol: Blood splatters only make your shoes or feet bloody if the tile is bloody enough,
qol: Light steps trait prevents clothing from being covered in blood if you step on a bloody tile with your shoes off.
add: Blood dries over time. Usually, 3 or 6 minutes. If a splatter is big enough, it can stay wet up to 15 minutes.
/cl
(grammaticly impoved by @ maxymax13)
* Making blood less frustrating
Co-authored-by: Kush1Push1 <78963858+Kush1Push1@users.noreply.github.com>
* You can no longer get mauled by 20 rabid corgis in a duffel bag (#57592)
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* You can no longer get mauled by 20 rabid corgis in a duffel bag
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Replace some turf in range() with RANGETURFS and fix(?) bspace trauma (#57566)
* Replace some turf in range() with RANGETURFS and fix(?) bspace trauma
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Fixes food trash element not generating trash, including fixing gatfruits not dropping guns. (#57590)
* Fixes food trash element not generating trash, including fixing gatfruits not dropping guns.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* pulsing the open wire toggles airlocks, even when cut (#57562)
* [webedit] Pulsing the open wire toggles airlocks, even when it is cut
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Fix issues with custom reagent holder (#57132)
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Fix issues with custom reagent holder
Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Refactors the paper bin behavior for dragging to pick up into an element (#57501)
* Drag pickup element for the paper bin behavior
* invokes async on put_in_hands to comply with the linter
* documented and like better names
* blackspace
* Refactors the paper bin behavior for dragging to pick up into an element
Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
* Adds a hotkey that puts you in throw mode aslong as you hold it (#57331)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a hotkey that puts you in throw mode aslong as you hold it
* a
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Tweaks to robo-tourists (#57497)
balance: Robotourists pay more for food now
qol: Only one robo-tourist will wait at the door at any time, preventing constant spam if you only have 2 seats.
qol: more variation in robo-tourist colors
* Tweaks to robo-tourists
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Removes the upgraded version of the h2 axe, the one with lifesteal (#57476)
I intended to clear this up before the pr adding this got merged, but I overslept. Don't ask
It's a very hard to get tool, but it's just kinda like, a fire axe but with slightly more damage and lifesteal.
Endgame atmos content should be atmos related, not just a good weapon. Also it's way too time consuming to
acquire, so its overpoweredness is balanced by its rarity. I don't like tools that are setup like this, since
they just end up bloating wiki articles.
* Removes the upgraded h2 axe
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Dog AI 2.0 (#57186)
Now that JPS and AI movement datums are fully merged, I'm here to take another (my third actually) crack at giving dogs fun AI. Here's a video demonstration (somewhat WIP), and a quick rundown of everything dogs will be able to do. Basically all of these behaviors are generic and can be extended to other simple mobs,
Commands and Friendship
Fetching
Attack/Harass
Heel
Play Dead
* Dog AI 2.0
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Purges two redundant proc calls. (#57421)
Title. dna.species.handle_body() calls remove_overlay(BODY_LAYER) already. I added a comment about the other one.
* Purges two redundant proc calls with human icon updates.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* ID trims no longer apply to cards when visualsOnly is TRUE on equip() (#57436)
* ID trims no longer apply to cards when visualsOnly is TRUE on equip()
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes ID trim singletons ignoring config flags. (#57406)
* Fixes ID trim singletons ignoring config flags.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Cayenne can pick up the nuclear authentication disk (#57395)
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Cayenne can pick up the nuclear authentication disk
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Beauty element fixes for hard-dels and super-beauty (#57396)
* pass correct material amount to on_removed
* skip detach logic in beauty element for objects that don't actually have beauty
* always remove area-sensitive trait when detaching beauty element
* Beauty element fixes for hard-dels and super-beauty
Co-authored-by: William Wallace <me@wiox.me>
* Tweaks cryostylane to use the new reaction mechanics, incorporating stasis iceblocks, freezing, temporary organ decay prevention and surgery speed modifiers.
* Update holder.dm
* Update holder.dm
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Weakref docs (#57330)
Adds documentation to weakrefs, as I've been asked quite a few times how they work since existing code is a bit confusing.
* Weakref docs
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes crafted foods not getting reagents from its contents (#57258)
* Fixes crafted foods not getting reagents from its contents
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Scanner gates now have wires/interact with signalers. (#57195)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Scanner gates now have wires/interact with signalers.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fix stacking of blast doors and shutters from crafting (#57360)
* Fix stacking of blast doors and shutters from crafting
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>