* Buffed atmos holofans. Added to CE locker. (#57074)
Atmos holofans can now make six holos instead of three. Swapped the (useless) engineering holo with the atmos holo in the CE locker.
* Increased holo count for atmos holofans. Added one to the CE's locker.
Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
* moves gun related icons to guns folder (#57077)
moves ammo icons, projectile icons and hitscan effect icons to guns folder
renames projectile.dmi to ballistic.dmi so its less confusing
moves rcd ammo from ammo.dmi to tools.dmi with the rcd
* moves gun related icons to guns folder
Co-authored-by: Fikou <piotrbryla@onet.pl>
Surgery-compatible gown to let patients stay modest. Available in protolathes for plastic, the medidrobe, and pre-spawned in surgery duffel bags - fast equip times onto others. Sprites made by Kroto
* improves fire extinguisher code, and makes fire extinguisher water go through machinery, lockers, and crates (#57004)
* improves fire extinguisher code, and makes fire extinguisher water go through machinery, lockers, and crates
Co-authored-by: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>
* Fix multiple high impact rulesets being chosen (#57036)
About The Pull Request
This was code I didn't touch but just never worked. I'm pretty sure this is the fix.
Changelog
🆑
fix: Fixed multiple high impact rulesets being chosen on Dynamic.
/🆑
* Fix multiple high impact rulesets being chosen on Dynamic
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Updates the lifebringer flavor text to be less ambivalent about their goals (#57059)
* Updates the lifebringer flavor text to be less ambivalent about their goals
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* cult construct stuff (#57027)
edits sprites for wizard cult constructs to have more sheen
fixes wizard cult constructs not working
makes soulstone code a bit cleaner i think
makes cult spells use second defines
fixes wraith jaunts being invisible
* cult construct stuff
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Add Loincloths
Adds leather and cloth loincloths, craftable with their namesake materials; also adds a sensor variant in the Autodrobe and Loadout.
* what the fuck
oh no its broken
* feck
changes defines to be correct, fixes female sprites borking, lets you fix your wedgie, and adds cloth crafting. basically fixes everything.
* clown is dead and we have killed him
* bugfixes
* Update jobmanagement.dm
* Update jobmanagement.dm
* thanos snapped clown a little too hard and deleted a comment
* Add a new admin weapon: foam finger that shoots missiles (#57013)
An admin only rocket firing foam finger has been added. There is also
a toy version available from arcades that is just a giant foam finger.
* added a new admeme weapon: foam finger that shoots missiles as requested by boris (now in arcades!)
Co-authored-by: c420-o <76887567+c420-o@users.noreply.github.com>
* Crafting menu tells you which colour of crayon is needed (#56950)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Crafting menu tells you which colour of crayon is needed
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* 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>
* Fixes Cigarettes being lit in no-oxygen environments (#56911)
This closes#26487 (Issue about cigs working fine in non-oxygenated enviroments) which has been a known bug for years. Everyone knows how EXTREMELY CRITICAL cigarettes are to game balance. Plasmamen being able to smoke in a room with no oxygen? Spessmen smoking in the hard vacuum of space? What is this madness?!?
I must put an end to these OP tactics.
My changes make it so that if a cigarette has either one mole of oxygen in the current atmosphere or is injected with oxygen reagents, then it can be smoked.
I've also made it so "Space" cigarettes can be smoked in space by changing the default starting reagents to include oxygen. The description was also updated to hint that they can be smoked anywhere.
Also I added a has_gas proc to gasmixtures. I have seen a few places in the code where this can be used and once this gets merged, I will be doing a refactor to clean some code involving it. (bonfires, plasmamen code, etc.)
(Note from lemon, if you use this in the supermatter I will eat you)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Fixes Cigarettes being lit in no-oxygen environments
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* replaces all instances of ammo_casing/BB to loaded_projectile again without crashing this time
* a
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Adds a plushie sprite for suit storage (#56919)
fix: Adds a sprite for plushies in suit storage slots.
* Adds a plushie sprite for suit storage
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* stop people using message all when their pda doesn't allow it (#57005)
Fixes not checking for Send All permissions in Topic.
* stops people using message all when their pda doesn't allow it
Co-authored-by: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com>
* fixes being unable to attach training toolboxes to training units (#56990)
* fixes being unable to attach training toolboxes to training units
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* fixes has_material_type and has_material_category always returning a true value (#56971)
* fixes has_material_type and has_material_category always returning a true value
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Hovering your mouse over things now shows their name on the top of the screen (#56729)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Hovering your mouse over things now shows their name on the top of the screen
* a
* Update preferences_savefile.dm
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Fixes an edgecase where an area can be deleted, but still be stored inside GLOB.sortedAreas, which can cause a runtime on player related Initialize(), which can cause mobs to improperly init. No I don't know why this would happen, but it happen to me. This is an ided commit (#56954)
Fixes an edgecase where an area can be deleted, but still be stored inside GLOB.sortedAreas, which can cause a runtime on player related Initialize(), which can cause mobs to improperly init. No I don't know why this would happen, but it happen to me.
* Fixes an edgecase where an area can be deleted, but still be stored inside GLOB.sortedAreas
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes an incorrectly set variable in portaturret code that broke all syndicate shuttle turrets (#56941)
Sets a var that was FALSE to TRUE again, so that these turrets can fire once again.
* Fixes an incorrectly assigned var in syndicate turrets, allowing them to shoot again
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* you can now open airlocks and firedoors and stuff with a crowbar on combat mode by right clicking (#56960)
* you can now open airlocks and firedoors and stuff with a crowbar on combat mode by right clicking
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Can no longer immediately return a wayfinding pinpointer for a costume (#56916)
* Can no longer immediately return a wayfinding pinpointer for a costume
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Gets Rid of Both Sleeps In Transit Tubes, Replaces Them With Timers (#56913)
* Gets Rid of Both Sleeps In Transit Tubes, Replaces Them With Timers
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Glowcap spread endurance loss is 10 times bigger (#56885)
Co-authored-by: MLGTASTICa <ak9bc01d@ yahoo.com>
* Glowcap spread endurance loss is 10 times bigger
Co-authored-by: MLGTASTICa <61350382+MLGTASTICa@users.noreply.github.com>
Co-authored-by: MLGTASTICa <ak9bc01d@ yahoo.com>
* Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included. (#55551)
Converts the effects of the nightmares light eater into a component and a couple elements
Adds some flavor text to the light eater
Makes the effects of the nightmare's light eater dispel if the armblade is destroyed
Probably a net increase in code quality
More flavortext
The nightmare's light eater effect can be dispelled if you are willing to sacrifice the armblade
* Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Sprite fixes: Suppressed Sniper Rifles and Donksoft Pistols (#56754)
* Gives the sniper rifle a suppressor overlay so that it no longer shows up as missing a sprite, also fixes donksoft pistols by repathing them from pistols over repathing them from toy saber smgs. Creates a flag for checking if a gun needs a toy overlay, so it is handled in the parent.
* Sprite fixes: Suppressed Sniper Rifles and Donksoft Pistols
* Update maint_loot_common.dm
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Portable chem mixer: Integration of fermichem and minor updates to usability (#56894)
- The portable chem mixer now displays pH-values
- It can now dispense 1u of reagents, so buffer solutions can be added carefully
- It can now be loaded with bottles, plastic bottles and condiment bottles (all bottle types that the chem masters/chemistry can make). Beakers also still work of course.
- CTRL+click opens and closes it to switch between filling mode (inventory in which you place beakers and bottles) and dispensing mode (UI in which you dispense to a container)
- When worn on the belt and in filling mode, a left click opens its inventory. No more dragging or alt-clicking needed to open it. (alt-clicking to swap beakers in dispense mode still works, just like the normal dispensers)
- The UI has been resized to, in its default state, make it easier to visually skim through the chemicals in the list
* Portable chem mixer: Integration of fermichem and minor updates to usability
Co-authored-by: LordVollkorn <66637090+LordVollkorn@users.noreply.github.com>
* Add gas giant controversy posters (#56830)
* Add official There Is No Gas Giant poster
🆑 ArcaneMusic, coiax
add: Nanotrasen reminds its crew members that the station has never
orbited a Gas Giant, and is engaging in a media campaign to remind
employees of this fact.
/🆑
There is a half remembered fact that Space Station 13 orbits a gas
giant, allegedly due to some entry on a wiki someplace.
Given the vigorous discussion on this subject, it seems appropriate that
this confusion is forever immortalised in poster form.
With thanks to @ ArcaneMusic for doing the sprite.
* gas truths
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
* Add gas giant controversy posters
Co-authored-by: coiax <yellowbounder@gmail.com>
Co-authored-by: tralezab <spamqetuo2@ gmail.com>