Commit Graph

14915 Commits

Author SHA1 Message Date
GuillaumePrata
1663f3efcb Changes Plasmamen belt tanks volume and the rate that their lungs consume plasma to 1/4 of the previous value. (#62081)
Plasmamen belt tank volume is 24, the extended engineering one is 6 and the emergency internals are 3.
The issue balance wise is that all of those have the same pocket size and can be printed at the same Research tier, this results on smart atmos/engineers printing a plasmamen belt tank and filling it with O2 so their internals can last for almost 2 hours instead of the 24 minutes of the extended O2.

Now they have the same volume but plasmamen lungs were rebalanced to consume plasma at a lower rate. To be clear, it will have no effect on how long the internal last for a plasmamen.

Removes a no skill trick that gives you internals that will last for all shift, you can still make those but it will take a tiny bit of effort now.

Also a small step to make internals balanced.
2021-11-02 02:06:33 -07:00
Horatio22
d982c13b3f Adds garment bags to reduce locker clutter (#62329)
About The Pull Request

Adds garment bags to reduce the giant stack of items in the captain's (and other command) lockers. They function the same way that chembags do and only allow up to 15 non-bulky clothing items to be added to them. They can't be worn on the belt slot or crafted to prevent them from being significantly better than duffel bags. The shoes in the CMO's locker have also been switched for blue ones to reflect the changes made in #62263
Why It's Good For The Game

The captain's locker currently has almost 30 items in it roundstart, and 15 of these are clothing items. Adding a bag for these items reduces the item list when you first open a locker without removing any clothing or requiring a second locker/ dresser.

Here's what the lockers look like with the garment bag:
2021-11-02 16:53:40 +13:00
Coconutwarrior97
bdf1e89871 Fixes issue with catwalk floors being added to each other ad infinitum. (#62236)
## About The Pull Request

You could place catwalk_floors on each other ad infinitum because they were a plating subtype. This changes them to a floor, and sets their intact = false so that wires wont be hidden by undertile/proc/hide. Fixes #62105 .

Also fixes a smaller issue where "remove cover first!" wasn't being outputted to the user when they tried crowbarring a catwalk floor.

Thanks to arm for his help with this!

## Why It's Good For The Game

Fixes  #62105
2021-11-01 18:10:59 -04:00
Mothblocks
0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00
Seris02
3e4473887e the PDA will no longer bother you with a 'you can't do this right now' message when closed while resting (#62438)
When you close it while you're laying down, it will no longer give you the message "You can't do that right now!"

There really isn't much more to say, all it does is make it so the message doesn't show up if all you're doing is closing the interface.
2021-10-31 18:17:27 +00:00
Seris02
4bfde8c33b fixes a runtime with dropping advanced cards from wallets (#62440)
fixes a runtime when transferring advanced ids to/from wallets
Fixes #62036
2021-10-31 18:14:53 +00:00
Timberpoes
025018014d Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! (#62359)
While helping RaveRadbury debug some issues with enabling Halloween species early via the brute force method of enabling them in the config rather than the gentleman's solution of testmerging a PR that changes the Halloween date, we discovered something dreadful.

Cloth golems cannot be enabled! Infact, any species with a space in the ID cannot be enabled.

It uses the splitter despite VALUE_MODE_FLAG being set. So a key entry like ROUNDSTART_RACES cloth golem would get parsed as cloth = golem, then entered into the config as cloth = TRUE
NEW AND IMPROVED PART HERE

I've re-written how keyed_list config entries are parsed, splitting it into a number of procs to do some discrete block of logic.

Based on feedback from MSO, he expected that VALUE_MODE_FLAG keyed_list entries could have elements overridden. However, this functionality was not present in the code.

I have implemented it. We now support 3 methods of setting VALUE_MODE_FLAGS.

Implicitly enable the config entry: CONFIG_ENTRY config_key_goes_here
Explicitly enable the config entry: CONFIG_ENTRY config_key_goes_here 1
Explicitly disable the config entry: CONFIG_ENTRY config_key_goes_here 0

There have been functionality changes too. Previously, everything before the first splitter was the key and everything after was the value. However, in ambiguous config entries (Such as ROUNDSTART_RACES cloth golem 0) it would be unclear if the intent was (cloth, golem 0) or (cloth golem, 0) or indeed if the intent was (cloth golem 0, 1).

As a result, there is now the following paradigm in place: Everything after the LAST splitter is the value, everything before is the key and a log_config warning is now given explaining the problem and showing how it was resolved.

[2021-10-27 19:48:12.840] WARNING: Multiple splitter characters (" ") found. Using "cloth golem" as config key and "1" as config value.

This warning will trigger if multiple splitters are present for any keyed_list config entry, and will trigger on implicit VALUE_MODE_FLAGS entries that have splitters. The example above is it triggering on ROUNDSTART_RACES cloth golem - It has detected that there is potential ambiguity between (cloth, golem) or (cloth golem, 1), has picked a sensible option for the data type and has warned about it.

The intent is that no config entry should be ambiguous. It should be clear what is key and what is value when dealing with keyed_list config entries.

There's probably more work to do on other config entries to bring them up to this standard, but this is the thing I'm hitting in this PR.

Similarly, I have improved the validation aspect of keyed_list config entries with additional logging in general.
[2021-10-27 19:47:53.135] ERROR: Invalid KEY_MODE_TYPE typepath. Is not a valid typepath: /mob/living/carbon/monkey

I have added a unit test to make sure species IDs do not contain splitters from the two keyed_list subtypes relating to species.

I have added sanity checking to the race config subtypes since we have a big dick global list of all races sorted by ID, so a race not existing will fail validation and output a meaningful config log entry.

I have removed /datum/config_entry/keyed_list/probability from the code as it is unused with the removal of all game modes except Dynamic.

The config change necessitated the renaming of all golem species IDs. Doing so and renaming the clothgolem.ts file to match has fixed the broken cloth golem page too.
2021-10-29 16:38:00 -03:00
John Willard
88d7dbfc10 removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
2021-10-28 19:25:50 -03:00
esainane
d521116acf Refactor /turf/var/intact (#62331)
Turfs have a variable, intact, which conflates three meanings:

    Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand.
    Determining whether underfloor pieces are visible.
    Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam.

When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating.

This refactors /turf/var/intact into two distinct variables:

    /turf/var/overfloor_placed, for whether or not there is something over plating.
    /turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable.

All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking.
2021-10-28 19:14:40 -03:00
Kylerace
bfe0fcc601 breaks my > 1 year long streak of no webedits (#62405)
Removes commented out code left in by accident.
2021-10-28 14:31:22 +01:00
Jeremiah
d618606af0 Refactored spawner window, removed HTML artifact (#62314)
Fixes #61876
I originally went in to edit out the HTML from flavor text. Pulling up the menu, it was just poorly formatted, so I got carried away redoing it.
Issues previously:
HTML artifacts in spawner text were visible, showing opening and closing tags
Spawner menu text was huge, unlabeled, looked very jumbled
Why it's good for the game: 
You can now easily read the spawners menu
Having many spawners available should be easy to scroll through
No more HTML randomly
More error cases handled
2021-10-28 10:37:50 +01:00
Seris02
37562f9372 locker electronics no longer put the electronics inside the locker (#62358)
title
because somehow I never actually tested y'know, opening the locker with it on, apparently I just thought I did
2021-10-28 10:34:35 +01:00
ArcaneMusic
92ea8fe31f double bedsheets have the correct worn sprites. (#62372)
Double Bedsheets have a new icon_state, but in doing so, break their worn_icon_states, as their worn_icon_state was set by the icon_state.

This manually sets their worn icons in order to avoid funny broken sprites.
2021-10-28 10:27:48 +01:00
oranges
2afab49681 Revert "Basic ID cards with job trims can now hold higher level accesses to their own departments. (#62275)" (#62368)
This reverts commit 4d15fbc4f0.

"Basic ID cards with job trims can now hold higher level accesses to their own departments. (#62275)"
2021-10-27 22:10:53 +01:00
Seris02
85795f4764 personal lockers will now allow you to actually un/lock them without swiping ID, ie, normal locker locking (#62341) 2021-10-27 03:14:13 -07:00
Timberpoes
4d15fbc4f0 Basic ID cards with job trims can now hold higher level accesses to their own departments. (#62275) 2021-10-26 13:25:52 -07:00
NamelessFairy
1238ce2373 Adds the ability to soft filter words, also fixes some word filter bugs (#62158) 2021-10-26 12:45:36 -07:00
esainane
a72940e2e8 Fix machines breaking on Initialize (#62313) 2021-10-25 18:05:25 -07:00
malton33
37fb6bc6dd Removes "Singularity and Tesla for Dummies" manual book (#62308)
This PR removes the manual "Singularity and Tesla for Dummies" from the game. It also removes it from the two places it spawns: Engineering in DeltaStation and an Ice Ruin.
Also this is my first PR and I have little experience with DM so please be nice
Why It's Good For The Game

The Singularity and Tesla engines were removed from the game a while ago, so having these books in game is unnessessary
Also, opening the book shows a huge-ass "Tesla and singularity engines have been removed!" message front and center.
2021-10-26 00:57:47 +01:00
John Willard
4d9b55a12c Moves vending prices from /atom to /obj/item (#62243) 2021-10-25 11:12:54 -07:00
MMMiracles
65d676efc5 Adds Hydroponic Door Sprites (#62249)
Adds sprites for the hydroponic doors
2021-10-25 12:37:46 -04:00
Zytolg
0a9404e69b Beds and Benches: The Aesthetic Revolution [re-PR'd With EOB's Blessing] (#62169)
About The Pull Request

Ever since I saw @EOBGames PR this, I've wanted it. I've needed it. I've been delaying some mapwork FOR this. This is an identical PR to #61689, just updated so that it's not conflicting with anything. I've done everything @Krysonism asked for from last time too. That's right spacemen, double beds are back, and more cursed then ever. Cursed to succeed that is!
Why It's Good For The Game

We. Don't. Have. Benches.
Benches are a hallmark of any public space! You can sit on them, sleep on them, stand on them, even sleep on them! Our stations have a ton of chairs, but chairs don't really communicate public that well. Benches do. As for the beds? Well Inept wants them, and you know what? I respect that.


cl
expansion: Sofas now include the Bench Type. These are buildable with 2 metal plates from the crafting menu.
expansion: Beds can now be rotated (flipped), and include the Double Bed Type. Miners can also make Double Pod Beds to really feel like an Alaskan King.
expansion: Bedsheets to match! Try to share those big blankets with a lizard if you see that they're shivering!
code: Stuff that lets you interact with the benches and beds in-game, so that you too can enjoy being a king.
sprites: Ports the Benches and Double Bed sprites from Skyrat
sprites: Flipped Beds
2021-10-25 21:55:13 +13:00
Sealed101
b0ecc913f8 Fixes microbomb implants blowing you up anyway on popup close & doubleclicking the action button (#62301)
Title, this probably indeed was a problem for the macrobomb as well. didn't test.
doubleclicking the action button pointed out by @Ghommie
2021-10-24 19:45:03 +01:00
Coconutwarrior97
08fa0fb1f7 Fixes being able to shock people with wielded mjollnir as a pacifist. (#62238)
Fixes pacifists wielding mjollnir being able to shock people by adding a check in mjollnir's attack. Fixes #62232 .
2021-10-24 10:06:33 +01:00
Mooshimi
54fa35619b cattleprod weight class (#62254) 2021-10-23 11:37:47 -04:00
Seris02
fc36aea489 runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes (#62091)
human huds will no longer runtime and die when prefs aren't initalised
SSEconomy will no longer have to deal with pathed jobs inside accounts
Some of the negative/neutral quirks that use the mind have been relegated to last_mind instead for runtime purposes
Mafia saymode will no longer runtime when someone uses it with no current mafia game
Autolathe secondary_attack will no longer runtime/work only because of runtimes
MULTIPLE CHECKS FOR QDELETED STACKS BEFORE ADDING FINGERPRINTS
More player_list client checks
A lazyinitlist for proximity monitors, as they used lazyremove which nulls the list when it hits zero things in it
A check for cigarettes in case temperature exposure causes a reaction that removes all reagents
Catwalks no longer runtime every time someone walks on them
/obj/machinery/atmospherics/components/binary/crystallizer will no longer runtime on secondary_attack if someone can't interact
cyborg models will no longer assume the thing they're inside is a cyborg and runtime when it isn't (cryopods)
When a simplemob falls into nullspace, it will no longer runtime (goliaths falling into chasms and etc)
runtime fix in techweb.dm when using a card without a sanity check
runtime fix with folders when they have nothing in them
runtime fix with glowing eyes when the LAZYADD doesn't get called in regenerate_light_effets() and so doesn't initalise the list
2021-10-22 10:31:07 +01:00
Ghom
f4f1221cf5 Small implant code cleanup. (#62226)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-10-21 11:23:09 -07:00
Seris02
bd8555832d makes it so lockers/crates can have access electronics removed/inserted (#62022)
They can only have electronics inserted if they

are welded shut (if they can be welded)
don't have electronics already and aren't secure
They can only have electronics removed if they

are welded shut (if they can be welded)
are unlocked
are secure (even if they don't have electronics, then it'll create them)
2021-10-21 11:38:31 +01:00
Ghom
bc9d83be44 Fixing issues with contents of some coded or mapped closets exceeding their storage capacity (#62221) 2021-10-20 23:06:20 -07:00
Ghom
15c316bdb2 Moves Pun Pun away from the kitchen on Delta (and makes monkeys actually look like monkeys in the map editor) (#62108) 2021-10-20 13:48:38 -07:00
Sealed101
9d19b9b7de Makes the American sausage a sausage subtype & Advanced roasting stick fixes (#62193)
Makes the American sausage a proper subtype of sausage, which makes it actually edible, apparently. It also makes it stick on the advanced roasting stick!
The advanced roasting stick will no longer try to grill itself over a bonfire with a griddle installed, allowing you to use the actual bonfire for your roasting needs.

There was actually a check that was supposed to limit the amount of times you could roast a sausage to a measly 1. It wasn't actually working. This PR removes that in favor of mad cooks creating these:
2021-10-20 13:08:30 -04:00
Coconutwarrior97
778c1b9c57 Fixes an issue where people with the doctor phobia were afraid of hydroponics doors. (#62089)
## About The Pull Request

 Adds a hydroponics airlock type (same icon as medical airlocks), and edits Hydroponics on several maps to replace the old medical doors with the new ones. Fixes #61000

Also edited sheet_types.dm so a hydroponics door assembly can be built, in case anyone decides to give hydroponics entry way doors their own unique icon at some point.

## Why It's Good For The Game

Fixes #61000
2021-10-20 10:31:28 -04:00
Jordan Brown
e9a7c9a9c6 Airlock improvements, mainly external [MDB IGNORE] (#62161)
You're in space, unauthorized personnel should not be allowed to instantly jump ship, especially if doing so could vent parts of the station. At the same time, we allow self reentry in "man-overboard" scenarios. The aim is to reduce the potential for accidents without reducing crew safety as well as increase the significance of these exterior airlocks. Also makes antags think a bit as they can't simply yeet themselves into space super easily as a braindead getaway tactic.

External airlocks now have a base req_access of ACCESS_EXTERNAL_AIRLOCKS. This is a non-functional change.
Removed airlock's safety_mode var.
Added external airlock's space_dir var. Indicates the direction anyone can enter from, but only those with access can exit to (unless the other side is considered "safe" (breathable, dense, or shuttle docked)). Cyclelinked airlocks share this value.
Created proc/is_safe_turf from proc/find_safe_turf.
Cycle-link operations now happen in proc/open rather than proc/bumpopen which was causing several triggers to be missed (AI activation, prying, etc...).
proc/try_to_activate_door now takes an argument allowing for a bypass of access requirements.
Downstreams, to port this to your maps, check every public access external airlock has the safety_mode var override removed and the outermost airlock should have space_dir set to the hazardous direction number.
2021-10-18 17:36:38 +01:00
Jack LeCroy
4891abd267 Refactor rolling paper to use customizable reagent holder (#61758)
The component can accept dryable items and food items now. Any instance of the component can be set to use dryable items, just like normally food items are used. To add the dryable item, it's the same as with food. You attack with the item in hand. I am currently thinking about more uses for dryable items and also more ways the component can be used.
2021-10-18 11:16:07 +01:00
Sealed101
1eaaa68c4b Brings recycling results of advanced tools up to their printing costs (#62092)
Advanced tools have either been using their parent basic tools' custom_materials or their custom_materials were lowered for what I presume was destructive experimentor work. This counts for recycling these items in an autolathe as well. In the first case, alien tools were made out of the same material amount as their basic counterparts, and in the second case - the recycling results were heavily lowered.
Also kills off some single-letter vars since I'm here.
2021-10-17 16:45:28 -04:00
Seth Scherer
946fb4b046 Updates the Goon Source code objective item to be on par with all other high risk items. (#62142)
Currently, all it takes to ruin an antagonist's round (assuming they have this objective) is to walk into the server room, and break the master server, as this will delete the drive inside. It is extremely weak, a fire axe will break it in less than 15 seconds.

Not only that, but the drive itself is also not resistant, making it relatively easy to lose it and have it destroyed in various station emergencies.
Compared to every other high risk item, this doesn't make much sense, as they are all supposed to be virtually impossible to get rid off.

This does not effect the ninja's objective of destroying the drive.

This ups the integrity of the master server, making it take ~15s longer to break it with a wielded fire axe, than it does to just deconstruct it. It also adds resistances to the drive itself, which brings it up to the same level as every other high risk item.

Closes #62128
2021-10-17 10:37:47 -04:00
esainane
52f6a446a3 Roller Beds: Add roll-up examine hint (#62139)
Adds an examine hint for how to roll up a roller bed.
2021-10-16 19:46:08 -04:00
IndieanaJones
1a59c89d3e Monkeys Can Click on Worn Backpacks to Open Them, Killing Ancient Bug (#62125)
Fixes #37518 , which has been in the game for much longer than 3 years. I'd estimate it's been around since monkeys were conceived, with the initial attempt to fix it being back in 2013 (Pull Request #846), over 8 years ago.

Allows monkeys to open worn backpacks instead of needing to drag them onto their sprite. Cause of this is the awful thing that is attack_paw, which is by far one of the greatest evils of our time but I'm not the one to fix that. On a technical level, this PR just adds some of the checks attack_hand does while omitting any balance-changing ones in order to fix this issue.

Do note that due to the nature of this fix, this might fix other monkey item bugs as well or cause unintentional behavior, but I can't think of anything bad coming from this.
2021-10-16 19:44:29 -04:00
esainane
5a1e3b22ba Power generation (collectors, coils, grounding rods) cleanup (#62144)
* Energy collection: Mass rework

Radiation Collectors and Tesla Coils are now subtyles of a common
energy_accumulator type. This type combines common code such as smoothing
output over energy received, computing power output, and handling wire
connections.

Inline calculations using machine energy units are now performed by
common math functions in maths.dm. Rather than reference 0.1,
1 SECONDS is used to make it clear this is to calculate to and from
tickrate dependent units.

Constants which are written in terms of tickrate dependent units are now
written in terms of joules, and use these helpers to convert to and from
these units. With SSmachines.wait / (1 SECONDS) being 2, this usually
means doubling the values of constants which were previously defined in
terms of machine energy units.

* Energy collection: Map path update

> git ls-files | grep dmm | xargs sed -i 's1rad_collector1energy_accumulator/&1g'
> git ls-files | grep dmm | xargs sed -i 's1tesla_coil1energy_accumulator/&1g'
> git ls-files | grep dmm | xargs sed -i 's1grounding_rod1energy_accumulator/&1g'
2021-10-16 19:36:51 -04:00
RandomGamer123
3ae0111292 Prevent aghosted admins from being forcibly dragged back to their body when being defibbed (#62048)
Aghosted admins won't be forcibly dragged back to their body when being defibbed.
2021-10-16 19:29:31 -04:00
Mickyan
4c96534cbd Adds dropper tool on right click for spray cans (#62119)
* spraycan dropper

* grammar

* grammar2

* Update code/game/objects/items/crayons.dm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-10-16 18:02:21 +02:00
GuillaumePrata
e778199e7e Extinguisher worn icons (#62135) 2021-10-16 17:56:39 +02:00
itseasytosee
f51000f506 Repaths knives to not all be children of the kitchen knife. (#62035)
Basically makes the code less dumb, took a long time. I worked hard to make sure there were no unintended effects (minus the fact you can no longer get spoons from the experimentor). No player-facing effects

I thought it looked weird that all cultist and combat knives were subtypes of the kitchen knives
2021-10-15 15:28:01 -07:00
Seris02
694c2999b0 makes it so the sanitize_hexcolors' default is 6 characters rather than 3 and gets rid of color_legacy (#61980) 2021-10-15 11:48:55 -07:00
thatoneplebeian
2a826e7380 Drowsiness refactor (#62104)
Creates two procs in /mob/status_procs for handling drowsiness changes (with check for negative values), and refactors all code to use these procs instead of assigning values to the mob's drowsiness themselves.
2021-10-15 10:15:24 +01:00
Ghom
9c7d509354 Printer Circuit Component (#62012)
I'm adding a circuit component that can print text string on a paper object in a variety of colors and font typefaces (currently only web-safe ones are available, maybe i'll add some fancy ones in the future but they'd need to be imported either through @import of @font-face in a separate CSS not imported by every tgui UI).
It's important to note that because the UI sanitizes new text inputed by users and not what's already written on the paper (so the pen_color and pen_font don't be purged in the process), we can't safely have these strings "printed" into the info variable directly, because of that these values will be stored in two new list variables, one for the text and one for font color, face and the signature. When the paper sheet UI is opened, these will be sanitized and then parsed into the text, so the next time the paper is edited we can clear these two lists.
Obviously better than a hacky byond proc - parsemarkdown() is outdated af -, albeit a bit messy... like the rest of paper code.

Requires #62033.
2021-10-14 19:37:39 +01:00
Seth Scherer
1a09ec1cca Fixes pipes not fulfulling nicotine withdrawal (#61993)
Co-authored-by: seth-scherer <seth.scherer@protonmail.com>
2021-10-14 10:53:49 -07:00
Ghilker
cb5fb1df2d modules/atmospherics major cleanup (#61904)
major cleanup of modules/atmospherics folder and all related files, still many missing
-cleanup of procs name
-cleanup of vars name
-documentation of some of the procs
-minor changes to some for() logic (no in game changes just early continue or as anything checks)

No in game changes, only code and docs
2021-10-14 01:13:57 -07:00
Coconutwarrior97
b515e3830a Fixes lavaproof upgrade for minerborgs not working (#62083) 2021-10-13 21:18:38 -07:00
SomethingFish
5b4367cd9c Adds a BLT sandwich to the game (#62031)
About The Pull Request

Adds a BLT sandwich to the game, including a sprite for it. It can be crafted with bread slices, two bacon, one cabbage, and one tomato.

image
Why It's Good For The Game

Spaceman game thirteen would really benefit from having people eat a nice BLT once in awhile, plus the sandwich category only has one actual sandwich with meat in it (don't tell me a hotdog is a sandwich). Also, highly requested by some people (myself and this guy).

image
Changelog

cl
expansion: Adds a BLT sandwich as a new food to the game.
/cl
2021-10-13 19:57:42 +13:00