* Fermichem part 2.2 Adds new tools, crafts and methods for ghetto chemists to handle the new reaction mechanics. (#56871)
Since reactions now require a bit more involvement from chemists, ghetto chemistry is a bit harder. This seeks to help some of those problems by providing new tools for those without a chem heater/reaction chamber.
Also some of these might be useful for chemists in the lab too!
Here's what you can make:
image
the burners are similar to candles - except they burn their internal reagents. The temperature they heat by is dependant on the flame, fuel and oil burn for a lower amount, ethanol for a higher amount and plasma for the highest amount. They can be put on tables and bonked with beakers for a quick way to heat them (similar to lighters). You'll need to light them with a match or lighter too, though, and can be put out by use in hand.
The thermometer looks like this and gives you temperature readings!
thermom
The pH booklets are the same as before - but you can now craft them by making universal indicator. These are the best way for a ghetto chemist to check their pH, and multiple sheets should be used over a reaction.
The improvised chem heater looks like this, and is a reconfigured space heater, it requires more materials and tools lending itself to a static drug den, but has the best method of adjusting temperature and fighting against exo/endo thermic reactions:
Improv_heater
Finally, the cooling spray lets chemists do the oposite of a lighter on their beaker - cooling the reagents within. In addition, fire extinquishers perform the same function.
In addition ice and universal indicator have been added as reactions.
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Fermichem part 2.2 Adds new tools, crafts and methods for ghetto chemists to handle the new reaction mechanics.
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Refactors ambience to a subsystem (#56723)
Ambience is now in a subsystem, and plays every now and then without you having to move to a new area for it to play
* Refactors ambience to a subsystem
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* [READY] Adds station traits: Small modifiers that can randomly be chosen each round
* conflicts
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Moves /datum/var/signal_enabled to datum flags (#56372)
* Moves /datum/var/signal_enabled to datum flags
`signal_enabled` is a variable on /datum, so present almost every object
in the game. Folding it into the existing `datum_flags` variable will
save allocating a variable on every datum in the game.
- Clown weaponry was using the `signal_enabled` variable to turn their
attached slippery component on and off when the shield/sword was
toggled. They now just remove/add the component, rather than touching
deep datum internals.
* Moves /datum/var/signal_enabled to datum flags
Co-authored-by: coiax <yellowbounder@gmail.com>
* Add rare tier to maint loot (#56666)
Adds rare tier to maint loot, somewhere between oddities and uncommon
items, you should probably encounter 1-2 per round
Moves some stuff from uncommon and oddity into this, notably the
pipegun recipe and yellow gloves/justice helmet
Adds some unused items into these pools, like the flashdark, paint
(rarity) and cloaker belt, grey tide spear (oddity).
* adds rare tier to maint loot
Co-authored-by: Fikou <piotrbryla@onet.pl>
* renames metal sheets to iron sheets
* Merge branch 'master' into upstream-merge-56643
* yay metal
* Update DeltaStation2_skyrat.dmm
* a
* Update CentCom_skyrat_z2.dmm
* a
* a
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Adds logging to uplinks, spellbooks, and the codex ciatrix (#56450)
* Initial logging
* Bugfix and adds uplink logging to config file
* Another bugfix
* Adds logging to uplinks, spellbooks, and the codex ciatrix
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Adds database tracking to maintenance pills (#56179)
I originally added maintenance pills, and while already perfect, I felt like polishing them a bit. I didn't do much, just:
- Maintenance pills now track a players score. Gotta eat em all to get that leaderboard highscore!
- More names and decriptions for maintenance pills, most of them suggestions from the old PR
- Renamed floorpill to pill/maintenance in code because that's what they are, no idea why I didn't originally do it
I've also polished the sprite a little bit, because it always looked a bit _too_ shady

(Below is old sprite, above is new sprite)
* Adds database tracking to maintenance pills
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* Regular CTF no longer has wounding (#56093)
🆑 coiax
tweak: Regular Capture-The-Flag players can no longer be wounded.
Simulated participants in the Medieval Shuttle can still be violently
murdered with wounds however.
/🆑
CTF is very fast paced, and if you've taken damage without your shield,
you are nearly dead most of the time. However, if you do survive, you're
supposed to slowly heal, but wounds are untreatable on the battlefield.
People still being able to be bloodily stabbed in the Medieval Shuttle
is definitely a feature.
- Aliens (xenomorphs) are still immune to wounds, but that immunity is
now done with a trait, rather than a typecheck.
* Regular CTF no longer has wounding
Co-authored-by: coiax <jack@billbuddy.co.uk>
* Rework job food/alchohol benefits into livers (#55721)
By moving the "special behaviour" of something like security officers
eating donuts, or engineers losing radiation by drinking Screwdrivers,
into traits on the liver, this makes the "origin" of that behaviour more
clearly defined, rather than something that's attached to the mind of
the person. (For example, now if a wizard mindswaps into a Security
Officer, they too can now digest donuts good.)
Having this behaviour be partially visible to the more medically
inclined members of the station (like doctors, and the chaplain for
"entrails reading mystic" themes), means that a dismembered liver tells
a story to those who know how to read it.
Some jobs have more "benefits" than others, for example the only thing
that the liver of a Quartermaster gives them is a sense of inadequacy
when consuming royal carpet.
Clowns having livers that honk make them easier to identify, and plays
into the retconned "bike horns are clown livers lore"? Also, why not cut
out a clown's liver then honk them with it? You monster.
* Rework job food/alchohol benefits into livers
Co-authored-by: coiax <jack@billbuddy.co.uk>
* Flesh to stone no longer makes you immune to bleeding, refactors bleedsuppress into a trait (#56078)
Being hit by the Flesh to Stone makes you bleed immune to prevent you from getting petrified while bleeding, and bleeding out while turned into stone. However, it doesn't make you vulnerable when you get unpetrified. This is a bug. This also makes bleedsuppress into a trait, as both is broken and should be a trait.
* Flesh to stone no longer makes you immune to bleeding, refactors bleedsuppress into a trait
Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
* [Performance] Refactors ambient sounds to use global lists instead of list macros (#55988)
What it says on the tin really. If we want to be precise it changes how ambient sounds by giving areas an index define and then checks if they don't have a custom ambient sounds list if they don't then it applies the correct global list to ambientsounds
* [Performance] Refactors ambient sounds to use global lists instead of list macros
Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
* Mechanical Curtains (#55751)
good for better mapping, I have seen some mappers wish to utilize fancy curtains on their rooms windows (for example, a psychologist office) but wanted to be able to have privacy when with a patient, which curtains can be opened from either side of the window, and shutters just dont fit the theme, this way mappers can add in curtains which are button operated and cant be opened manually, basically, it functions like a shutter, only it looks and acts like curtains (can be destroyed like one, etc... it is literally a curtain subtype)
* Mechanical Curtains
Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
* adds xenomorph holdable flag (#55814)
adds a flag that lets something be held by xenos
adds it to facehuggers
makes the xeno "can i hold this item" check check for flag instead of facehuggers
* adds xenomorph holdable flag
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Clownlike creatures are now more consistent. #fix #honk #banana (#55603)
* Bananium golems can wear clown shoes and are clumsy. Clownlike creatures, including clowns, bananium golems and clown ops, heal from bananas and bananahonk. Clown Ops also don't understand death, like real clowns!
* Clownlike creatures are now more consistent. #fix #honk #banana
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Refactors how movetypes are added and removed, No timers this time. (#55444)
* Refactors how movetypes are added and removed, No timers this time.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Remove TRAIT_ALWAYS_CLEAN from codebase (#55765)
Hygiene is no longer a thing, and the TRAIT_ALWAYS_CLEAN trait is not
actually used anywhere anymore. So it can be safely removed.
* Remove TRAIT_ALWAYS_CLEAN from codebase
Co-authored-by: coiax <yellowbounder@gmail.com>
* [READY] Creates Datumized AI and applies it to monkeys (#55238)
New AI system, implemented for monkeys.
* [READY] Creates Datumized AI and applies it to monkeys
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Refactor the procedural generation of lavaland and turf/closed/mineral (#54915)
This replaces lavaland's old diagonal tunnel gen which was really
horrendously jammed into asteroid floor code (?????) with Cellular
Automata which runs in rust (PR for that here:
https://github.com/tgstation/rust-g/pull/57 ). The new code is a bit
cleaner, but also looks better.
VID: https://streamable.com/a45ke2
Things to do:
- Make an icemoon version
- Fix the roundstart atmos adjacency issues
I asked AnturK if this was an acceptable PR for this month; he said it
was okay as long as I didn't add new areas, which I don't plan to do.
But if anyone thinks this PR breaks the spirit of the month I'll open
it again in december.
* Refactors the procedural generation of lavaland and turf/closed/mineral
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Refactors smiting, adds smite build mode (#55327)
Refactors smiting out from being a large switch/case into datums.
Adds a new smite option to build mode. This lets you choose a smite and rapidly apply it to a lot of people, presumably for EORG. Requested for by...one of the admins, I forget which.
* Refactors smiting, adds smite build mode
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:
Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:
Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake
Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).
I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.
Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.
scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.
scan_moved_turf() (WIP) will be used for handling moving onto a turf.
permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.
A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types
UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game
Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.
Fixes penetrating projectiles like sniper penetrators
This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
* Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game
A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.
Tested, but i'm pretty sure improvements could be made.
Changelog
cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
* Refactors how movetype flags are added and removed and the floating animation
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* minor material_container args/vars refactor and Mk-honk shoes peeve. (#54863)
My original intention was just fixing an issue with the Mk-honk banana shoes but, considering I didn't want to add two new variables to a component with already lot of args and lengthy AddComponent() calls in term of text, I had to merge some TRUE/FALSE variable/args into the breakdown_flags bitfield (now named mat_container_flags) in the process.
* minor material_container args/vars refactor and Mk-honk shoes peeve.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* moves misc food to newfood code (#54788)
misc food is now using newfood code
* moves misc food to newfood code
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#54922)
* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#54665)
The PR aims to allow advanced tool users to be defined by traits rather than a hardcoded proc.
Also necessary for the CanUseTopic refactor I'm working on, which will be PRed separately for atomization purposes.
This PR also fixes an inconsistency with can_hold_items (since monkeys can actually hold items).
* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Mob stays vertical while in cryo (#54800)
Currently, mobs in cryo will turn horizontal in the cryotube when they fall unconscious. This should stop that.
* Mob stays vertical while in cryo
Co-authored-by: prodirus <44090982+prodirus@users.noreply.github.com>
* performance logging (#54809)
Dumps a bunch of perf info to a csv every 10 seconds.
Currently this info is only stored in blackbox where it's effectively useless.
csv is a very easy to parse format and is natively supported by a lot of data analysis tools
* performance logging
Co-authored-by: Rob Bailey <actioninja@gmail.com>
* Merge pull request #54757 from Ghommie/Ghommie-tg33
[s] send2adminchat now stops links from embedding.
* [s] send2adminchat now stops links from embedding.
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>