* Converts Pizza to use the new food component. (#53641)
pizzas now use processing component
* Converts Pizza to use the new food component.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* Yellow slime core nerfs and adjustments. (#54198)
Yellow slime extract can no longer turn into a self-charging yellow slime core. This functionality has been completely removed.
Hypercharged yellow slime cores no longer self-charge.
They now have a capacity of 50,000 (up from their previous 20,000). This is 10,000 more than a bluespace power cell.
Their recharge rate is 2500. This is relatively slow for the power capacity, as hyper and bluespace cells charge at 10% of their capacity respectively and this is 5%.
Motorised wheelchairs have had their power usage reduced to 5% of their previous value since they were basically only usable with rechargable cells before
* Yellow slime core nerfs and adjustments.
* Update special.dm
* Update special.dm
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Azarak <azarak10@gmail.com>
* Fixes the supply console not inheriting contraband and emag status from its circuit (#54177)
Added an abstract proc for circuits intended to be used to allow a circuit to configure a machine.
Overrode this proc for supply console boards (behaviour inherited by express boards)
Call this proc in supply console on_construction (behaviour inherited by express supply consoles)
Allows all supply consoles to inherit their circuit's emag and contraband status.
Doesn't look like any other circuits use this sort of functionality, but if they do I'll fix 'em up too.
* Fixes the supply console not inheriting contraband and emag status from its circuit
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Adds more cosmetic clothing options for golems (#54100)
Broadens the amount of clothing golems can wear to stuff that is role specific. This includes:
Some mime clothing
Some clown clothing (for bananium golems)
Some service clothing like aprons
science wintercoats (they're already wearing the labcoats after all)
Flipflops
Jeans and shorts (none of these have armor and golems already have all the slots from a jumpsuit anyway)
Fake moustaches
Lawyer suits (the overcoats, not the jumpsuits)
Caution signs
Among a few others.
* Adds more cosmetic clothing options for golems
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Cleans up rat related features and makes Regal Ratking a rare spawn from mouse migration event. (#54191)
* Cleans up rat related features and makes Regal Ratking a rare spawn from mouse migration event.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Dronespeak manual is once again infinite use, and can once again only be used on drones or silicons. (#54192)
* Dronespeak manual is once again infinite use, and can once again only be used on drones or silicons.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* RPD unwrench upgrade (#53615)
* Most OP atmos tool. RPD that can unwrench pipes.
Adds reverse wrench mode upgrade to the RPD.
Attention, due to budget cuts, the mode is hard linked to the destroy mode control button.
Now /obj/machinery/atmospherics/deconstruct(disassembled = TRUE) return created obj/item/pipe
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* RPD unwrench upgrade
Co-authored-by: Dennok <Deneles@yandex.ru>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Arconomy: Trims out some of the worst bounties, replaces them with tasks that require basic amounts of effort. (#54097)
add: Science has been given a more experimentally themed set of bounties.
del: Much of the old science bounties were discontinued.
del: ...As have the glass shard and cheese honker assistant bounties.
* Arconomy: Trims out some of the worst bounties, replaces them with tasks that require basic amounts of effort.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* replaces a cursed proc in trauma code with a blessed signal (#54208)
code: some cursed snowflake proc call now uses a blessed signal in trauma code
* replaces a cursed proc in trauma code with a blessed signal
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Fixes cold room and freezer air alarms (#54210)
Cold room air alarm no longer wants to be at -60C, now has more reasonable temp thresholds set for the -14C default freezer temp (only meta uses this currently). Also replaces the meta medbay freezer with the cold room air alarm subtype.
Air alarms going off by default is bad.
* Fixes cold room and freezer air alarms
Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
* most laser and energy weapons are bigger, lethal lasers are cheaper (#54041)
Nearly all guns except the security disabler is large, meaning it can't fit in backpacks.
* most laser and energy weapons are bigger, lethal lasers are cheaper
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* removes message_admin spam from the centcom podlauncher ui (#54181)
* removes message_admin spam from the centcom podlauncher ui
Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com>
* Sign language fixes (#53890)
If your hands are full, you make a visual attempt to sign, so others know you at least tried. If you have no hands, you simply cannot sign at all.
Having one arm gone and the other full properly makes one unable to sign
Runechat!
Uses TRAIT_HANDS_BLOCKED now
Any organ with ORGAN_UNREMOVABLE as a flag is no longer removed by aheals or full heals. Currently this only affects tied tongues, as no other organ really has that flag yet.
If you can't sign from your hands being full, you won't stand there silently staring at whoever you try to talk to.
People will actually see that you can't sign thanks to runechat
I finally fixed sign language for lings & xenobio mains
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Sign language fixes
Co-authored-by: Wallemations <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Making holes in the SM chamber will provide a lot of +*=FUN=*+ (#53725)
Making a hole in the supermatter chamber to vent it and so to slow down the delamination will instead make the delamination way faster, more so if the SM power is very high and the power level is high too.
Fix an old unintended feature where you could just vent to space the SM chamber to slow down or even stop a delamination (sometimes you could just make a hole in the chamber and it would stabilize while delaminating), the SM is easily fixable just by looking at the pipe and the meters, no need to vent to space. (Lemons note, in some cases a vent to space is needed, but it should not be a long term thing)
* Making holes in the SM chamber will provide a lot of +*=FUN=*+
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Some shuttes rework. Allow many shuttles of one template to work at the same time. (#53993)
* add replace button to shuttle panel
load button now only load new shuttle
* shuttle teplate loads as shuttle
* new shuttle console connects to shuttle
* new navigation computer connect to shurrle
* docking_port id now unique
add count to id if id already in work
* many docks from one base tenplate
* up
* fix unregister
* up
* up
* up
* block multiple shuttle loading
* return preview button
* up id generation
* Some shuttes rework. Allow many shuttles of one template to work at the same time.
Co-authored-by: Dennok <Deneles@yandex.ru>
* Fixes a rare interaction between mice by assigning a proper subtype. (#54157)
* Fixes a rare interaction between mice by assigning a proper subtype.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Adds basic game logging to Protolathe-variant construction and deconstruction (#54160)
* Adds basic game logging to Protolathe-variant construction and deconstruction
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Thick material check fix (#54165)
Thick material checks (like syringes and such) are now applied on a bodypart by bodypart basis, rather than just depending on your suit.
* Thick material check fix
Co-authored-by: Rohesie <rohesie@gmail.com>
* Unhardcodes Modular PC icons (#54158)
* Changes modPC program icons to not be hardcoded
* icons
* tgui.bundle.js, we meet again
* Makes Modular PC icons not hardcoded in NtosMain.js, and fixes them not showing up
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune (#53975)
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune
* Add stasis beds
* Fix forcefields going away, leading to hull breaches
* Use set instead of list
* Use subtype for forcefield walls
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Keybinding Conflicts now wait 5 seconds before being announced (#54152)
* Keybinding Conflicts now wait 5 seconds before being announced
* Update preferences_savefile.dm
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Fix loading templates in new z-levels being off by one turf (#54135)
Due to how byond maps start at 1,1 and not 0,0 when loading a map that
is the same size as the world the map will start loading at 0,0 in the
world which is outside the map. load_map defaults the x and y offsets
to 1 for a reason!
Though you can load a map that is larger (257 x 257) than the world as
a band aid for issue.
* Fix loading templates in new z-levels being off by one turf.
Co-authored-by: TheChosenEvilOne <34602646+TheChosenEvilOne@users.noreply.github.com>
* Merge pull request #53976 from nicbn/something-refactor
Makes cameras process transforms instead of reading mob angles
* Makes cameras process transforms instead of reading mob angles
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* No more magical transformation of condiment containers on reagent change (#54102)
* Removal of magical transformation of condiment containers on reagent change.
Instead allows to set specific style for condiment bottle when creating via CondiMaster.
* Codestyle fixes
* DMDOC comments.
Also removed var/useramount and proc/isgoodnumber from /chem_master
* Recompiled tgui.bundle.js after rebase
* No more magical transformation of condiment containers on reagent change
Co-authored-by: MIK517 <jetpack11@gmail.com>
* changes your cursor to an eye when you are holding shift to indicate you will examine (#54083)
* changes your cursor to an eye when you are holding shift to indicate you will examine
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Merge pull request #53702 from zxaber/kiltborg
[READY] Highlander mode now includes silicons
* [READY] Highlander mode now includes silicons
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* Merge pull request #54060 from ATH1909/zoomies
After 2 long years, shades are zoomers again
* After 2 long years, shades are zoomers again
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* NT Software Hub shows programs you do not have permissions to download (#54075)
* Show disabled downloads so you know what exists
* sorted list of apps
* NT Software Hub shows programs you do not have permissions to download
Co-authored-by: NightRed <nightred@gmail.com>
* Fix incorrect Initialize arguments again (#54123)
Fixes#54013 because loc is not the second arg
* Fix Fix incorrect Initialize arguments
Co-authored-by: spookydonut <github@spooksoftware.com>
* Completely FIX Hilbert's Hotel and its associated ruin to the game. (#53830)
Reverts the removal in #53790.
Broken in #53586.
Because turfNumber++ must be incremented on turf, not on every ATOM it
EVERY TURF, and anyway it don't trigger since first turfs don't have
atoms in it.
Fix#53794, Hilbert's Hotel peephole runtime.
Fix#53795, hhmysteryRoomNumber generates only once.
* Completely FIX Hilbert's Hotel and its associated ruin to the game.
Co-authored-by: Dennok <Deneles@yandex.ru>
* Makes some things that rely on atmos adjacency more sane/faster. (#54096)
* Replaces some CANATMOSPASS calls with a new define that checks if the turfs are in each others atmos adjacent list, as that's the same info that they want.
* Makes some things that rely on atmos adjacency more sane/faster.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes monkeycube size and organ callback and microwaves (#54095)
* fixes
* dumb runtime
* fixes eggs
* Fixes monkeycube size and organ callback and microwaves
Co-authored-by: Qustinnus <Floydje123@hotmail.com>