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
* 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.
* Adds Cyber-P.I. Costume
Adds a Cyberpunk P.I. costume using sprites from a23605c9fd - The helmet is only available in the Autodrobe, while the coats are also available in the loadout.
* Descriptions are fun
Changed the coat description to have fancy neo-laminated fiber lining
* ack
changes the outfit to be a detective outfit rather than a costume, and edits the sprite credits
* 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>
* Ports Utility Outfits +
Ports several outfits from oldbase, with the focus being Utility Uniforms
* SPACES
im dummy forgot line spacing
* IM NEW OK
auto-indentation has cursed me. NOW there's newlines at the ends.
* Why was this pushed
everything is falling apart
* Fucking OCD
capitalized a file path that shouldn't have been capitalized
* Winter coats (#56854)
add: Thirteen more winter coats covering all departments and most jobs.
* Winter coats
Co-authored-by: Tom <tomforde4@gmail.com>
* Adds Laborer Overalls to the Engidrobe
They were in the vendor on oldbase, and variety in the outfits doesn't hurt.
* Adds Laborer Overalls to the Engidrobe
The Engidrobe in oldbase could vend Laborer Overalls, and a small variety of looks doesn't hurt.
-now with one less misleading code comment
* Update wardrobes.dm
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
* 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>
* disables godmode for some vendors and adds missing refills (#56570)
* disables godmode for some vendors and adds missing refills
Co-authored-by: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>
* A Big Hydroponics Update: A Rose by any other name (2 new plants, 4 new traits, new genes, and more!)
* Update grafts.dm
* Update grafts.dm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* reverts Adds Neon Carpet (#55782), it appears to have been causing massive amounts of maptick (#56496)
It appears to have been causing massive amounts of maptick, this'll need a testmerge so we can test my hypothesis
* Reverts Adds Neon Carpet (#55782)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Adds missing duffelbags for some jobs and update their respective vendors and closets.
* Update roboticist.dm
Co-authored-by: Tristrian <Tiago.A.C.9@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Vending machines use slow throws (#56003)
quickstart acts by ticking the first throw right away, but this can lead to stack overflows if this throw happens to trigger another throw. it should really be moved to a default off argument, as only user initiated throws should use it, but throws that themselves can be triggered by throws (like this) should definitely not use it.
* Vending machines use slow throws
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* Reworks the brand intelligence event with AI controller datums (#55778)
These felt like another good test-case for ai controllers that someone could easily grasp, this makes it so that we can use the actual vending machine instead of a fake mimic mob. In theory you could even still use the vending machine, if you like living on the edge ofcourse.
The vendors now try to move towards you, and try to dive on top of you to squish you.
* Reworks the brand intelligence event with AI controller datums
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* More Kilo fixes and Pubby cleanup (#55516)
* Pubby cleanup and Kilo Fixes
Remove pubbystation subtypes of boozeomat
Remove pubby specific subtype of wallmed
Replaces pubby wallmed subtypes in use elsewhere with standard wallmeds
Added some missing solar panel wires
Adds Centcomm access to ERT dock to allow Centcomm guests to board the station
Tweaks some siding decals
* Supposed to be in the first commit
* Gets rid of some stray scaffolding
Gets rid of some stray scaffolding
* Missing grille
* Remove spawn points from solars
Remove xeno spawn points from Kilo solars - spiders use this spawn locations and are not vacuum proof
* More Kilo fixes and Pubby cleanup
Co-authored-by: Maurukas <66576896+Maurukas@users.noreply.github.com>
* Assign correct payment department to the NanoDrug (#55406)
## About The Pull Request
The NanoDrug was created by splitting the drugs off from the tools in the NanoMed in #55069. When this was done a payment_dept variable was not given to the new machine. The default value for this is the engineering department, so payments taken in by the machine went to the engineering budget, not medical. This also resulted in engineering getting a discount at medical's vendors, while medical staff were charged full price.
## Why It's Good For The Game
The NanoDrug belongs to the medical department, not engineering.
* Assign correct payment department to the NanoDrug
Co-authored-by: Maurukas <66576896+Maurukas@users.noreply.github.com>
* fixes nanodrug unused sprite (#55300)
NanoDrug Plus has a distinct sprite to NanoMed Plus. It isn't used. This uses it.
* Fixes NanoDrug Plus unused sprite
Co-authored-by: Tom <tomforde4@gmail.com>
* Changes grenade proc names to be more clear (#55181)
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
* Changes grenade proc names to be more clear
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Properly differentiates the nanodrug and nanomed vending machines. (#55069)
This repaths the nanodrug and nanomed vending machines, as well as visually tweaks the nanodrug vending machine from the nanomed vending machine, in order to
A) Fix the correct vending refills working on the correct vending machines.
B) Not make 2 different vending machines with different contents sell look identical.
Allows for visual clarity between 2 distinct, different vending machines. I got lazy and didn't do it the first time, and now they've been confusing players, apparently.
Additionally, makes them actually deconstruct able and constructible as a result of the fix to the circuit board.
* Properly differentiates the nanodrug and nanomed vending machines.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Machines no longer dump out their component_parts when qdel'd. (#55026)
Machines no longer vomit out their component parts when qdel'd and instead only vomit out their actual inventory contents.
Doing this uncovered another issue - Random vending machines will return INITIALIZE_HINT_QDEL and then attempt to qdel their circuits, which are still type paths and not initialised atoms yet (circuit was previously nulled by dump_contents, but this no longer happens in dump_inventory_contents). These circuits have been set to null appropriately.
* Machines no longer dump out their component_parts when qdel'd.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* 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>
* Market crash and inflation works uniformly. (#54966)
The market crash event, and by proxy just regular inflation values were being applied to objects with custom prices and custom premium prices. Makes sense, this was a pain in the ass to get working originally across the top of the base prices.
...However, it seems that I forgot to apply that to the uh... base prices of vending, meaning that you had hilariously overpriced vendors on top of completely base prices.
* Market crash and inflation works on prices uniformly.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)
* The Re-pricening
* Rewritten and adjusted for paycheck defines.
* I made the map changes finally.
* And the refills too.
* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"
* And the premium ones too.
* Accidently spoiled a future pr due to dme bleedover
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* The clown PDA now has in-built comedy detection for when something happens to the clown and plays a fitting sound. (#54695)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
* The clown PDA now has in-built comedy detection for when something happens to the clown and plays a fitting sound.
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
* Non-human mobs can now benefit from held id cards and economy. (#54647)
* Non-human mobs can now benefit from held id cards and economy.
* Moved these getters toward the upper end.
* oui?
...
dump eet.
* .tee pump
...
?iuo
* Non-human mobs can now benefit from held id cards and economy.
Co-authored-by: Rohesie <rohesie@gmail.com>
* Labcoats: Roboticist unique labcoat, updated remaining labcoats (#54644)
Gives the roboticists unique labcoats. Because why are geneticists allowed a unique labcoat but roboticists get a generic one?
So now, roboticists have the most extra of the labcoats to go with their jumpsuits. It even has shoulder pads!
The rest of the labcoats have had a very mild tweak, and their icons now no longer use the ancient, janky labcoat sprites. You know, the ones with the fucked up outlining.
Oh also the virologist labcoat suggested it was somehow more protective against biological things. This is not true, so the labcoat has had it's description fixed.
(While I was here I fixed up some suit storage sprites related to the stuff that goes in labcoats, hehehe)
* Labcoats: Roboticist unique labcoat, updated remaining labcoats
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Finally, peas for the whole station. (#54573)
This PR brings three new plants, and 6 new food recipes into being. This is a combined port of Citadel-Station-13/Citadel-Station-13#12211 and Citadel-Station-13/Citadel-Station-13#12510, along with the fixes made along the way.
Laugh Peas contains 7% Laughter.
World Peas contains 10% Pax and Happiness, but takes at least 21 cycles to bear a harvest, by having a maturation time of 20.
Salad of Eden contains 3 units of Earthsblood, 5 units of Omnizine, and 2 units of Happiness, but requires one of every ambrosia leaf, as well as a world pea.
Credits to TripleZeta for the base peas sprite, and Stewydeadmike for the Laugh, World, and food sprites. Without them, the peas would have remained an ideasguy sort of deal.
* Finally, peas for the whole station.
Co-authored-by: TheObserver-sys <58029438+TheObserver-sys@users.noreply.github.com>
* Introduction of sweet Italian Liqueur, Amaretto (#54466)
About The Pull Request
New Alcohol Amaretto and various cocktails
* Introduction of sweet Italian Liqueur, Amaretto
Co-authored-by: carshalash <carshalash@gmail.com>