* yes this took me 3 minutes
* day one 50 gig patch
* move dis down to living level for muh events
* Update spawn_nest.dm
* Update simple_animal.dm
* Update simple_animal.dm
* more indepths spawners
* e
* woof
* Update spawn_nest.dm
* Adds a cool pair of salesman shades to the maintenace loot pile (#62141)
Adds a pair of tinted glasses to the maintenance loot pool that has a unique effect when the wearer is at low sanity. Also adds a signal that sends the sanity amount of a mob every time SetSanity is called.
* Adds a cool pair of salesman shades to the maintenace loot pile
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
* Pacifists can now fire wire guns (#62173)
Pacifists can use non-lethal weapons and the circuit gun seems pretty non-lethal.
* Pacifists can now fire circuit guns
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
* Butter bear attack fixes (#62082)
## About The Pull Request
Butter bears can now attack structures, as they were intended to.
Fugu glanded butter bears can now break down walls, matching the behavior of other fugu glanded mobs.
Butter bears now have a melee_damage_lower of 0 and a melee_damage_upper of 0 instead of a melee_damage_lower of 1 and a melee_damage_upper of 1. Previously, those two variables had no effect on the attacks of butter bears, which always dealt no damage. They now do, meaning that a butter bear wearing bear armor or under the effects of a fugu gland can deal damage with its attacks.
Butter bear attacks are now considered to be blunt instead of sharp for the purposes of wounds.
Fixes https://github.com/tgstation/tgstation/issues/61250.
## Why It's Good For The Game
Butter bears were intended to be able to attack structures, as they were specifically given an obj_damage of 11 (as opposed to the 60 obj_damage of normal bears).
Other fugu glanded mobs can break down walls, the only reason that butter bears couldn't was because their AttackingTarget() code didn't call ..(), which appears to be an oversight.
Other mobs, like Ian, gain the ability to deal damage with their attacks if their melee damage variables are nonzeroes, and butter bears have no reason to be an exception.
Butter bears made of butter and their (lethal) attacks use a slapping sound, so their attacks should be considered to be blunt instead of sharp.
This PR has been tested on a private server.
* Butter bear attack fixes
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* adds no float trait to megafauna that dont float (#62174)
adds no float animation trait to bubblegum, blood drunk miner, demonic frost miner, wendigo as they dont float
adds no float animation trait to clockwork defender as he has his own animation so it looks weird when thats combined with the animation from the floating
* adds no float trait to megafauna that dont float
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* You can now enter da vim (#62211)
Small fix, it checks if you're either not a simple animal or not a simple mob, if you're not one of either, you can't enter.
* You can now enter da vim once again
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* it compiles \o/
* And now it actually works
* fixes flavor texts
* requested change, tested and working
Co-authored-by: Ranged <nickvanderkroon@gmail.com>
* Oh hi Mark.
* hand dryer 4000
* E
* fur dyer
* actually makes it work
* Update fur_dyer.dm
* Update fur_dyer.dm
* Final touches!
* Update jobs.txt
* le straight razor
* f
* Update hhmirror.dm
* updoot
* Update IceBoxStation_skyrat.dmm
* E
* No more failure penalties, it's bad.
* logic errors
* actual hairdye
* Update barber.dm
* Rebases to newer map versions
Fixes multiple issues with the original map changes in this PR, which are as follows but not limited to:
• Trapping Lawyers in their office on Blueshift
• Incorrect curtain types
• Awkward atmos
• Broken disposals
• Missing wallmounts
• Missing firelocks
* camera on meta
* Update jobs.dm
* more dyesprays
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
* 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'
* Power generation (collectors, coils, grounding rods) cleanup
* object path update (#8882)
* [MDB IGNORE] Missed some paths (#8886)
* object path update
* oops missed a couple paths
Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: ORCACommander <orcacommander1@gmail.com>
* 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.
* Brings recycling results of advanced tools up to their printing costs
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
* Assembly bomb creation logging now logs in Kelvin. (#62148)
It was in fucking celsius, but they never specified that they were in celsius, and one would assume it would be in kelvin as that's the default unit.
* Assembly bomb creation logging now logs in Kelvin.
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* SM: Randomly damage/heal on dusting a Clown (#62178)
When the SM dusts a true Clown (HoP assignment doesn't count), it randomly takes from -300 to 300 damage.
* SM: Randomly damage/heal on dusting a Clown
Co-authored-by: esainane <esainane+github@gmail.com>
* List literal components now store weakrefs instead of the datum directly (#62004)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* List literal components now store weakrefs in their list instead of the datum directly
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* fixes a runtime when department officers spawn with a wallet (#62040)
* fixes a runtime when department officers spawn with a wallet
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* fixes robots looking for the no xray z level trait twice (#62155)
i moved the check but i forgot to delete it
* fixes robots looking for the no xray z level trait twice
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* 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
* Updates the Goon Source code objective item to be on par with all other high risk items.
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
* Disco Elysium suits (#62113)
Re-opening goof's PR that was closed earlier this week: #61401 that ports Disco Elysium sprites from Fulp's old repo: TheSwain#306 but with fixes to armhole issue on the under/jobs/security sprites and minor punctuation corrections on some item descriptions.
* Disco Elysium suits
Co-authored-by: Horatio22 <69338705+Horatio22@users.noreply.github.com>
* fixes probital ingest reaction (#62095)
bugs bad
lot of chems were broken due to oversights during the stomach changes and other refactors
this fixes one of them
thought it was a proc problem at first, but no it was literally a one line change this entire time.
* fixes probital ingest reaction
Co-authored-by: lovegreenstuff <59631103+lovegreenstuff@users.noreply.github.com>
* SM Zap: Fix forked target selection (#62143)
Supermatter forked lightning can now hit targets previously used by a sibling.
The default setup - and anything using two grounding rods - was still entirely safe, as "pass by ref begone" code did allow target reuse in ancestors. Any split could only exclude one grounding rod, and if one branch split again, neither branch's targets would be passed back to the target list of the first split.
The same issue was not present in `proc/tesla_zap`. Probably still shouldn't have two of these, though.
* SM Zap: Fix forked target selection
Co-authored-by: esainane <esainane+github@gmail.com>
* cutting logs with a hatchet no longer produces runtimes by merging qdeleted stacks (#62060)
Runtime in stack.dm, 452: Stack merge attempted on qdeleted target stack.
it edits four lines instead of one because I removed them at first, then was too lazy to copypaste it from the code back in, and so hand typed it, and my propensity for adding spaces shone through
* cutting logs with a hatchet no longer produces runtimes by merging qdeleted stacks
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* 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.
* Prevent aghosted admins from being forcibly dragged back to their body when being defibbed
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Fixes an old one line PR that was supposed to fix something but actually didn't. (#62020)
In #61595, I forgot that `mind.transfer_to()` sets the mind variable of the current mob to null. So i'm moving that `mind.name = new_xeno.real_name` statement above the proc call.
* Fixes the mind.name of evolved aliens not being updated (for real this time)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* fixes pink crossbreeding allowing faction removal (#62090)
by the faction using real_name instead of a ref like all other factions that point to specific mobs do, the pink crossbreeding potion could be used to strip factions from mobs by setting your real name to the name of the faction and stripping it
* fixes pink crossbreeding allowing faction removal
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* use your custom character as an AI hologram (#62101)
don't mind the slightly different sprites, not included in the PR
adds a new option to the change hologram command in AI commands, allowing you to now select a "custom character" option. this option allows you to either use another station member as a hologram, or use the currently selected character slot as a hologram (will use the preview of the highest job priority. set to assistant to have your loadout used as appearance.)
* use your custom character as an AI hologram
Co-authored-by: magatsuchi <88991542+magatsuchi@users.noreply.github.com>
* Added Check Proc to applyOrganDamage (#62100)
Adds the check_failing_thresholds() proc to applyOrganDamage, removes it from setOrganDamage since it calls apply anyways
* Organs Will Now Consistently Fail When Reaching Max Damage
Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
* FIxes combat hypospray locking out to 5u transfer when used in hand. (#62077)
* fix combat hypo
using it in hand no longer locks you on 5u transfer
* kills off single var names in hypospray.dm
* one more M
* i must be blind
* i should probably go to sleep
* paranoia
* holyhypo tweak
* FIxes combat hypospray locking out to 5u transfer when used in hand.
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
* Moves hair gradients to the preferences menu (#62102)
* Hmm yes.
* let's not make everyone have rainbow hair
* Update basic.dm
* Undoes the dyekit removal!
* Update tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/species_features.tsx
* Update tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/species_features.tsx
* Update basic.dm
* Moves hair gradients to the preferences menu
Co-authored-by: Gandalf <jzo123@hotmail.com>
* runtime fixes for old calls of do_teleport (#62026)
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* runtime fixes for old calls of do_teleport
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Fixed hand grabbing messages appearing when they shouldn't
* Fixing conflicts whilst also making the code better
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* 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.
* Drowsiness refactor
* Fixing more stuff in our code
Co-authored-by: thatoneplebeian <67017991+thatoneplebeian@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>