* The Coupon Master PDA app (#80240)
## About The Pull Request
This PR adds a new PDA program to the supply category, which allows
users to redeems coupons for various cargo packs (mostly goodies), like
the ones also found at the bottom of cig packs.
How it works is fairly simple:
- Once installed, the modular computer subsystem will periodically, at a
3-5 minutes interval, generate a coupon code datum associated to a plain
text code, which is sent out to everyone with the program installed.
- The user can then open the program and insert the text into an input
box to redeem the coupon code, which is then associated with their bank
account.
- He will then have to find a photocopier, and tap it with the PDA to
print the coupon. Only one coupon can be printed. Photocopier fees
apply, so it'd cost 5 creds to the average assistant to print the
coupon.
- He can then insert the coupon in a cargo console and order/reuest the
associated pack (same deal as cig coupons).
- Some coupon codes however, especially those with juicer discounts,
will expire after a while if not printed.
Albeit mostly innocuous, the program provides negative Detomatix
resistance, slowly fills the computer file storage with trash files with
each redeemed coupon, and halves the download speed of new apps. Not
really the cleanest ware out there.
This PR also extends coupons to several non-goody packs, since they have
been privately buyable for over the last couple years now. Some packs
get discounts less frequently however, with those in the uncommon
category being roughly 1 in a 12 chance and the rare being 1 in 50.
Here's a screenshot of the UI (outdated, I've reduced the height from
500 to 400 and the notice box tip to specify the right click):

Fun fact: Right now, the odds of a 75% discount coming from the Coupon
Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while
that of a 50% for the same pack, from a cig pack coupon are 0.0042%.
## Why It's Good For The Game
These last couple days I've been wanting to test myself at making simple
UIs, as well as contributing to the modular computers feature, which has
started to become pretty neat ever since PDAs were reworked into a
subtype of it.
Beside, coupons are a very small feature limited to the bottom of
cigarette packs (also possibly cursed) in the current state of affairs.
Cargo is filled with packs that are niche or fluff. Modular computers
also has those little things that, while interesting, do not contribute
a whole lot. Maybe this is one of them, but I guess free* coupons are
always a big W.
## Changelog
🆑
add: Added the 'Coupon Master' program for the PDA. Install it to
receive periodical, redeemable coupons for several cargo packs. Requires
NTnet connection and the messenger enabled to work.
add: Coupons are no longer only limited to goodies, but may also apply
discount to some other packs as well.
/🆑
<sup>*minus the photocopier fee</sup>
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* The Coupon Master PDA app
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* Replaces cyborg lover with transhumanist (#80509)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
This reworks cyborg lover to be more interesting. Taking this quirk will
start the user off with a robotic limb. The user gains mood buffs by
being around silicon based lifeforms and loses mood by being around
organic based lifeforms.
Additionally, they can gain mood buffs by replacing all of their limbs
to their silicon counterparts but can also gain a massive mood debuff if
they lose or replace their starting robotic limb with an organic one.
The idea being here that they hate organics and seek to become robotic
Also, transhumanists won't be scared of people who have two or more
augments.
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
Cyborg lover isn't really all that interesting since it's just a basic
mood buff upon clicking on a silicon.
This makes it more interesting by making it a dynamic between silicons
and organics and may adapt the playstyle of anyone choosing to take this
perk as they will need to stay away from organics to avoid mood debuffs.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
balance: Cyborg lover has been replaced with Transhumanist.
Transhumanists start with a robotic limb and get mood buffs by being
near to silicon-based lifeforms. However, they get mood debuffs by being
near organics, so there is a tradeoff to taking this quirk. The cost for
this quirk has been reduced from 2 to 0.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Replaces cyborg lover with transhumanist
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Fixes random species features not being applied when spawning randomized mobs
* Does this without creating duped list entries
* Update dna.dm
* Update dna.dm
* No more monkey abominations
* Update monkey.dm
* Update monkey.dm
* Update global_lists.dm
* Update dna.dm
* General maintenance for canisters (#80145)
## About The Pull Request
1. Fixes#80139
The greyscale config was not applied correctly and run timing halfway
causing the appearance of the canister to be broken. That's fixed now.
2. Removes prototype canisters. They are not available in game and even
as an admin tool their only function is to open the valve after an
elapsed time interval. Even this was broken cause the UI for adjusting
the timer was never added and the params had to be manually var edited
all for a pretty pointless function.
A better solution would be to allow players to attach signallers to
canisters to control the delay but that could be a future PR
4. Other smaller optimizations include
- converted vars like `can_min_release_pressure` and
`can_max_release_pressure` & `temperature_resistance` into defines. Vars
take up memory but not defines and so we saved some memory from this
- removed var `starter_temp` cause its unused
- removed var `protected_contents` cause it did nothing
- moved the global canister list to its appropriate
`code/define/globalvars/lists` folder where it belongs
- Auto doc some vars & procs
5. Converted UI to typescript
## Changelog
🆑
fix: canisters don't disappear when their colours are changed
code: changed some vars into defines to save memory, removed
unused/useless vars & added auto docs
code: converted UI to typescript. moved global canister list to its
appropriate folder
refactor: removed prototype canisters and optimized canisters as a
whole.
/🆑
* General maintenance for canisters
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Makes the Modern Glasses breakable
* Apply suggestions from code review
* Apply suggestions from code review
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Adds INTJ skillchip (#79902)
## About The Pull Request
Adds a new skillchip, it lets you taste food by examining it.

This has all of the effects of tasting food (various moodlets based on
quality and food type) and can also trigger food allergies if you have
them, however it does not consume the food nor give you any nutritional
benefit.
You can buy it from a vendor or sometimes it spawns in maintenance.
## Why It's Good For The Game
The players are constantly clamouring for more additions to our most
loved and useful feature, skill chips.
<details>

</details>
## Changelog
🆑
add: A new skill chip can be found in maintenance or purchased from the
vendor, allowing you to experience food in new and exciting ways.
add: Abductors also have access to this incredible power, simply using
their genius level brains.
/🆑
* Adds INTJ skillchip
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Reworks transformation sting to be temporarily in living mobs, forever in dead mobs
* Modular updates
* Recaches the icons generated in the `changeling` unit test
* Pain
* More tweaks
* Disable unit test
* Let's see if we can pass test temporarily
* Makes transformation sting unobtainable more cleanly
* Unit test
* Cursed proc
* Kill the unholy copy pasta
Seriously this stuff is just awful. This is not maintainable.
* test this
* Update comments
* Fixing the screenshot test, maybe?
* grrr
* Update changeling.dm
* Attempt to fix this nonsense
* Update changeling.dm
* Update changeling.dm
* Update changeling.dm
* Update dna.dm
* Fixes it?
* Screenshot test
* Update _traits.dm
* Update _traits.dm
* Fix this
* Update dna.dm
* Update dna.dm
* Hmm
* This proc needs a new name
* I want to scream but I have no mutant parts
* Fix
* Update species.dm
* Update species.dm
* Update species.dm
* Update species.dm
* Some touch ups
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
* Nukie Aliases and Some Hairspray (#79653)
## About The Pull Request
Nuclear operatives now receive an alias for their first name, instead of
a default human name. This alias is randomly selected, or can be set in
your name preferences.

This does not affect Operative Leaders selecting the team's last name.
This means that **operative names are now "[Alias chosen by player]
[Team name chosen by leader]".**
There is a list of default aliases, in case no alias has been selected.
I randomly came up with a bunch of stuff from the top of my head and put
it in a text file. If you think of something better, choose it yourself!
**OH, ALSO:**
There's some hair dye in the Firebase dorms now. Useful if you want to
further differentiate between your Operative/Crew characters, or just
look pretty.
## Why It's Good For The Game
No longer shall nukies be "your character but with a different name".
Now you can give yourself a bit more identity instead of just a random
name.
More customization options means more opportunities for people doing
interesting stuff, and to branch away from the beaten path of boring
meta strats.
## Changelog
🆑 Rhials
add: Nuclear Operatives, in an attempt to appeal to the more "tacticool"
members of their cause, have begun using callsigns to designate
themselves. Check your preferences to set your Operative Alias!
qol: At the request of the more vain members of the cause, hair dye has
been added to the Operative Firebase dorms.
/🆑
* Nukie Aliases and Some Hairspray
---------
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
* Basic Guardians/Holoparasites (#79473)
## About The Pull Request
Fixes#79485Fixes#77552
Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.
They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.
My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.
This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.
I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.
This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.
Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.
## Changelog
🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Basic Guardians/Holoparasites
* Modular
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Mobs will not path into dangerous turfs. (#79428)
## About The Pull Request
Fixes#79255Fixes#79272Fixes#79313Fixes#79328
As it turns out, "basic avoidance" and "dumb" AI pathfinding were both
broken with regards to dangerous turfs, as was "random walk" idle
behavior. Now, these three things will properly avoid turfs that could
kill the mob.
The global typecache of dangerous turfs has been removed, in favor of a
turf-level proc, `can_cross_safely`, which returns TRUE or FALSE based
on whether a movable atom can cross the turf without being harmed. This
obviously defaults to TRUE, and is overridden for the four dangerous
turf types:
- **Space** can be safely crossed only with TRAIT_SPACEWALK. While space
does not directly cause harm, being sent drifting away is not desirable
behavior.
- **Chasms** and **open space** can be safely crossed with
TRAIT_MOVE_FLYING.
- **Lava** can be safely crossed with TRAIT_MOVE_FLYING or
TRAIT_LAVA_IMMUNE.
If an AI's pathfinding would take it through a dangerous turf, or if it
tries to randomly step onto one, the movement will be cancelled.
## Why It's Good For The Game
Basic mobs have all been ignoring dangerous terrain this whole time.
This means that mobs on Lavaland could walk right into chasms, mobs on
multi-Z stations could be tricked into falling into pits, and so on. In
the case of idle movement, no checks were happening whatsoever, causing
similar problems without players ever being involved.
Notably, skeleton mobs on certain away missions were randomly wandering
into lava, causing one of our many random CI failures of the last week.
They won't do that anymore.
All told, this should make AI behavior a little more believable, by
giving basic mobs literally any sense whatsoever of self-preservation.
## Changelog
🆑
fix: Basic mobs will no longer randomly walk into terrain that harms or
kills them.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Mobs will not path into dangerous turfs.
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Basic Constructs: Proteon (#79425)
## About The Pull Request
Last one! Makes proteons into a basic mob, and completely removes the
simple_animal construct supertype.
Proteons aren't really designed to be played by a player, instead being
a nuisance mapped into various ruins and traps. As such, they don't
really have any special abilities. Instead, the hostile variant has a
somewhat unique behavior. They'll viciously attack anyone who comes
close, but, being frail little cowards, if a proteon takes damage it
will immediately flee. After a random period between 2 and 4 seconds, it
will stop fleeing and come back for more.
In addition to this, a few other things have been done, some only
related because they're in files I touched.
- Moved proteons from the file for the Cleric's Den to their own file in
the basic constructs folder. Given that they're used in several
different ruins, they might as well not just be in the file for one.
- Simple constructs have been cut, and with them the procs for
healing/repairing on shades and cult structures, as those are no longer
needed.
- Because I was touching it anyway, I touched up the file for trap
structures. They no longer use any one-letter variable names, and time
is now universally listed in seconds rather than deciseconds in that
file.
- I removed a completely unused blackboard key from ice demons. This is
something I noticed due to a change I ended up not making while working
on proteon AI, but I figured I might as well leave it gone.
## Why It's Good For The Game
Kills the last three simple construct typepaths, bringing us to the
destined 19 removed. Huzzah!
The proteon AI routine should inject a little spice into fighting
proteons, especially for the unprepared - unlike many mobs, they won't
stand there and take it if you decide to fight back, but you can never
safely ignore them when they run away. They still aren't particularly
dangerous.
## Changelog
🆑
refactor: Proteon constructs now use the basic mob framework. The ones
encountered in ruins are a bit flightier now, and will briefly flee
combat if attacked - only so that they can return and menace you again
soon after. Please report any bugs.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Basic Constructs: Proteon
* Update defcon2.dmm
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Adds a Syndicate Monkey Agent beacon uplink item (#79012)
## About The Pull Request
Adds a Syndicate Monkey Agent beacon uplink item. It spawns a dapper
monkey that must follow your orders.
Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
Added a more modularlike subtype for antagonist spawners to reduce
future hardcoding.
Gave the syndicate turtleneck a monkey sprite, from SS14!
## Why It's Good For The Game
I want to see the clown driving security insane with 2-3 monkeys and an
incredible amount of pranking. Or an assistant killing everyone with his
monkey friends while wearing a monkey suit. Or a geneticist sending out
mutated monkeys to kill people. Or a scientist equipping his monkeys
with bombs or xenobiology equipment and sending them out to wreak havoc.
6 TC is only enough for two monkeys, but you can get a third if you
finish any kind of objective.
> Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
We can't have the monkey mafia without guns, come on. The guns are weak
and only usable by monkeys. Additionally, they're restricted to
entertainment only.
Credit to SS14 for the monky turtleneck sprite.
## Changelog
🆑
add: Adds a Syndicate Monkey Agent beacon uplink item. It spawns a
dapper monkey that must follow your orders.
add: Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
refactor: Added a more modularlike subtype for antagonist spawners to
reduce future hardcoding.
sprite: Gave the syndicate turtleneck a monkey sprite, from SS14!
/🆑
---------
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Adds a Syndicate Monkey Agent beacon uplink item
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Summoning affix fixes (#78983)
## About The Pull Request
The fantasy "summon x" affix blacklist doesn't work, and probably hasn't
worked for a significant amount of time.
This is because it generated a typecache with true/false values
representing whether we should be able to spawn a mob... and then
performed a `pick` on it. Pick doesn't care if the value is true or
false, so everything in the blacklist was explicitly whitelisted.
For some reason the list was also containing subtypes of a datum? Then
passing this to a component which expected typepaths of mobs it could
spawn? That doesn't work either.
We _also_ never added basic mobs to this list, so it would never spawn
those and they're an increasing number of our mobs total.
While I was there I also just did some general code tidying. I moved the
list of "specific subtypes to remove" to a global list because I suspect
something else either will need it in the future or already does.
## Changelog
🆑
fix: Megafauna, lavaland elites, and abstract mobs now correctly cannot
be spawned by a toolbox of ash drake summoning
/🆑
* Summoning affix fixes
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* General code maintenance for Reagents (#78637)
## About The Pull Request
1. Moved global procs inside of
`code/modules/reagents/chemistry/holder.dm` that are not tied to
`datum/reagent` to it's own dedicated global list file
`code/_globalvars/lists/reagents.dm` these procs initialized global
lists so it makes sense to move them here and also reduces the size of
this file a.k.a code organization
2. Moved global lists inside `code/_globalvars/lists/objects.dm` that
are related to reagents also to `code/_globalvars/lists/reagents.dm`.
Now all global reagent lists are located in this 1 file a.k.a code
organization
3. Other code improvements for reagent code & its holder include
- removed a ton of unused procs
- removed unused vars and local defines
- replaces `!` with `QDELETED()` in place of some target objects
- throws stack trace if you pass an invalid reagent path to some procs
- Heavy auto doc for a lot of procs
4. Adds a lot of sanity checks on numbers related to reagents i.e.
whenever a reagent is added/removed/transferred etc 3 sanity checks are
done on those numbers
- We first check is the number valid via the `ISFINITE()` macro. This
macro wasn't used as much as it needs to be so it is added in some
missing places. If not a stack trace is thrown
- The number if it relates to reagents volumes must be greater than
`CHEMICAL_QUANTISATION_LEVEL` define so we don't deal with 0 or very
small/negative numbers
- The number is then quantized i.e. we do `round(amount,
CHEMICAL_QUANTISATION_LEVEL)` so we don't deal with numbers having 10
decimal places or something like that
- Replaced `CHEMICAL_VOLUME_MINIMUM` with `CHEMICAL_QUANTISATION_LEVEL`
so we can use the same constant everywhere
5. Addresses one of the issues presented in #31206. One way this
occurred was when multiple reagents was put in a beaker and then a
dropper was used to transfer them. Because multiple reagents were to be
equally divided by their volumes when sucked up by the dropper some
rounding was done causing fractional errors. That has been improved
although not completely fixed cause there is a chance for it to occur
when for example an odd number of reagents are transferred between the
beaker and dropper. Another instance where it can occur is when very
small volumes are being transferred. When this happens `update_total()`
removes these reagents before they can be transferred causing missing
amounts.
6. Numbers were being rounded in inconsistent ways for e.g. in some
places it was rounded with the correct quantization constant
30782f817d/code/modules/reagents/chemistry/holder.dm (L264)
But in other places it gets rounded with a different constant
30782f817d/code/modules/reagents/chemistry/holder.dm (L653)
We should be using the 1 constant `CHEMICAL_QUANTISATION_LEVEL` for all
these places so we don't get different values. so the rounding was added
in multiple places but we use `FLOOR()` instead so we don't get values
greater than the volume of reagent available.
## Changelog
🆑
code: moved some global procs and vars related to reagents to its own
dedicated file. removed some unused procs and macros
code: heavy auto docs for a lot of procs
refactor: adds reagent sanity and bound check code
refactor: multiple reagents are more uniformly distributed when
transferring them between beakers or dropper & in every other reagent
dependent operation
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* General code maintenance for Reagents
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* adds boxes of bandages, and bandages to go in them (#78406)
## About The Pull Request
have you ever walked into medbay, picked up a suture, and asked yourself
"how do i know how to stitch myself up?"
do you long for the simplicity of a bandage that can be popped on, no
thought required?
well, look no further! now introducing, the DeForest First Aid Bandage!

each box of bandages holds five each, which are all one time use items.
using one heals up to 25 brute damage from a single part of the body.
boxes of bandages will drain much faster than sutures, and are much less
precise for healing specific increments of damage, but heal more in
exchange. they are also worse at stopping blood loss, but not completely
useless for it.
they can be found in a handful of places:
(some) high value medkits
in paramedic's pockets
some medbay lobbies
some cargo holds
all sec infirmaries
in goodies on the cargo console
maint loot
and nanomeds!
i considered making these replace brute kits, but those are used in a
lot of old references, so it felt a bit passe. so i made a new item that
is a bit more balanced, so they can be mapped in and added to vendors
without much worry.
## Why It's Good For The Game
cute item, heals the people who wouldn't really be going into medbay
anyways, and is fairly flavorful. if it's a bit too strong as is i can
tweak the number, but the goal is to not be powerful enough to outshine
sutures, while still offering somewhat effective healing for rough
housing assistants and antags
## Changelog
🆑
add: adds boxes of bandages, a quick healing item
/🆑
* adds boxes of bandages, and bandages to go in them
* Update medical_boxes.dm
* Update VoidRaptor.dmm
---------
Co-authored-by: Lamb <110322848+CoiledLamb@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Feature: bitrunner, a new supply role (READY)
* Delete bepis.dm
* Conflicts
* Update dynamic_rulesets_midround.dm
* Fixing this invalid icon file path
It was trying to use the aesthetics one
* Bepis is dead
* New digi sprites courtesy of CandleJaxx!!
Now in the correct branch!
* Fixing merge conflict
* bitrunning hotfixes [NO GBP]
* Modular health adjustments
* Revert "Modular health adjustments"
This reverts commit 0ff3c48d398f6c1aac51cdf8fecaf869491bbc86.
* Modular health adjustments
Only this one should be necessary
* The screenshot test
* Bitrunner den for voidraptor (FOR #23865) (#23891)
* no shower in sight
* lets bitrunners actually get to their room and spawn there
* New digi sprites courtesy of CandleJaxx!!
* Revert "New digi sprites courtesy of CandleJaxx!!"
This reverts commit eea9f47de256dd407c78450bc8f2a09b814f93e9.
---------
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Removes bitrunning unit tests (#78607)
## About The Pull Request
Removes the fraction of unit tests I thought would be safe.
Not thrilled that I have to exclude ALL unit tests now, but hey.
The issue is that atmos attempts to process on a turf which hasn't
initialized yet.
## Why It's Good For The Game
Other PRs can pass checks now
## Changelog
N/A
* Update birdshot.dmm
* Tweaks the BEPIS category of the bitrunning order console
* Adds back the flashdark that we had skyrat edited in
* Update tgstation.dme
* Fixes Voidraptor bitrunning den not being connected to the powergrid
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* You can now pick the limb you want replaced with the Prosthetic Limb Quirk. (#78517)
## About The Pull Request
The Prosthetic Limb quirk allows you to pick the limb you want. The
default is still random
## Why It's Good For The Game
Good for character customization, which is always nice. Statics who got
a specific limb replaced can now represent that properly in-game.
Also, this makes the quirk show up on the dummy on the character
customization again. This *does* cause a slight issue where when you
switch to another character, it keeps the previous' skin color, but it's
minor enough that i think the benefits are worth the drawback. If asked
i will make it not appear on the dummy though.
## Changelog
DATA_, with great help from Kapu🆑
add: You can now choose the prosthetic you want with the Prosthetic Limb
quirk.
/🆑
* You can now pick the limb you want replaced with the Prosthetic Limb Quirk.
---------
Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
* Advanced Plastic Surgery 2.0, It's rare now. (#78504)
## About The Pull Request
A revival of #76508 which got closed due to it eating up genetics niche.
This PR fixess that issue by seperating the surgery into two. the normal
roundstart plastic surgery and advanced plastic surgery. both works
identically with the one exception being that the advanced one allows
the feature that the last PR tried to add. which is to allow surgery to
mimic people in photographs.
the regular one remains as-is.
The disk containing the surgery can be found in a lot of places, a
role-restricted item to doctors and roboticists for 1TC, as a rare maint
loot and BEPIS technode reward
## Why It's Good For The Game
Opportunity for more fun gimmicks, ammo for BB's and paranoia, staple of
SS13 gameplay.
This also retroactively buffs forensic scanners and records since it
really only changes your name and voice. You can change your hair all
you want but anything more than that is a trip to genetics. overall
allows for more engaging gameplay while not detracting from genetics
niche with how niche and rare it would appear in rounds.
## Changelog
🆑
add: Adds an advanced plastic surgery procedure, allowing you to imitate
people in pictures. Simply hold a picture in your offhand of the person
you wish to imitate as while conducting the surgery! Remember, it's not
foolproof, it only changes your name and voice!
adds: You can obtain the disk containing the afromentioned surgery. as a
role-restricted item to doctors and roboticists for 1TC, as a rare maint
loot and BEPIS technode reward
/🆑
---------
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Advanced Plastic Surgery 2.0, It's rare now.
---------
Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Adds 2 new maintenance ambience tracks. (#78053)
## About The Pull Request
Check em
ambimaint6.ogg
https://voca.ro/18Z7uzi10WEu
ambimaint7.ogg
https://voca.ro/1kRJ2akcYxdy
both around the same length as the other ambimaint tracks
theres no attributions bcuz all samples used are of my own creation
## Why It's Good For The Game
I have heard that maintenance ambience as it stands is considered
repetitive and in need of more clanky clonky sounds
## Changelog
🆑
sound: 2 new ambient tracks for maintenance tunnels
/🆑
* Adds 2 new maintenance ambience tracks.
---------
Co-authored-by: Capsandi <38051413+Capsandi@users.noreply.github.com>
* Added sounds for unlocking achievements. (#77968)
## About The Pull Request
Unlocking an achievement now plays a sound. Which sound is played
depends on the associated preference of the player, found in the Sound
category of the game preferences UI.
The current options are a [glockenspiel
ping](https://freesound.org/people/FunWithSound/sounds/456965/), a
[beeps jingle](https://freesound.org/people/Eponn/sounds/619838/) and a
["tada!"
fanfare](https://freesound.org/people/plasterbrain/sounds/397355/), with
the obvious fourth option to not play a sound at all.
All sounds are from Freesound and are public domain. As such,
attributions are not required. The sounds have been also converted to
.OGG mono 44.1 Khz in accordance to the standards.
## Why It's Good For The Game
Enhancing the player feedback for unlocking an achievement with
choosable sounds.
## Changelog
🆑
sound: Unlocking an achievement now plays a sound by default. You can
change it in the Sound category of the game preferences.
/🆑
* Added sounds for unlocking achievements.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Progress bars & cleaning particles will centre on the tile occupied by large icon objects (#77940)
## About The Pull Request
Do_after bars always draw based on the top-left corner of the targetted
atom, for atoms with sprites that are larger than 32x32 this gives them
a weird offset instead of being centred, which bugs me.
I have tried my best to figure out a way to reverse this which does not
interfere with atoms which use pixel_x/pixel_y to visually appear to be
on a different tile.
## Why It's Good For The Game
Before:

he hates how you missed him completely 😦
After:

now you're cleaning his feet 🙂
## Changelog
🆑
image: progress bars and cleaning particles are now centered on the tile
occupied by the target, if it is a big sprite
/🆑
* Progress bars & cleaning particles will centre on the tile occupied by large icon objects
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Achievements now show how many people have unlocked them. (#77083)
## About The Pull Request
Checking the achievements UI now shows a line below the Unlocked/Locked
status for normal achievements, informing the user of how many players
have unlocked said achievement. It also contains a tooltip; within it is
a percentile comparison with the most unlocked achievement.
Beside that, I've added a check in the achievement unit test to
ascertain that all award categories are actually present in the UI, and
as well moved all `ui_data` to `static_ui_date` considering it is not
the sort of interface that has to be constantly updated like an air
alarm or an APC.
Here's a screenshot of the UI, with the tooltip where my cursor would be
(the hot damn! achievement was var-edited of course):

## Why It's Good For The Game
This should provide some fundamental statistics for achievements, from
which contributors and players can deduct the rarity and bragging
rights.
## Changelog
🆑
qol: The Achievements UI now shows how many people have unlocked a given
achievement.
fix: The "Skills" Category for achievements should no longer be hidden.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jordie0608 <4343468+Jordie0608@ users.noreply.github.com>
* Achievements now show how many people have unlocked them.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jordie0608 <4343468+Jordie0608@ users.noreply.github.com>
* Ice Cream Vat QoL: Elevated surface, placing in hands, not using usr (#76959)
## About The Pull Request
- Ice cream vats now count as elevated surfaces for preventing germs
from getting on your ice cream cones.
- Ice cream vats now try to dispense cones into your hands first, and
defaulting to regular placement afterwards.
- Put-in-hands behavior for germ-sensitive items has been changed;
instead of looking solely for tables, it checks for any suitably
elevated surface to put things on, which now includes icecream vats.
- Ice cream vats' HTML no longer uses usr. Not player-facing, simple
find-replace. Probably doesn't qualify as code improvement.
Anyways, shoutout to ice cream vats' HTML still using usr. Not sure if
what I did to the put-in-hand code is too expensive or not, but it
should be fine.
## Why It's Good For The Game
It's probably a good thing for ice cream to not fall onto the floor and
become dirty upon being dispensed.
## Changelog
🆑
qol: Ice cream vats now count as elevated surfaces for preventing germs
from getting onto germ-sensitive items (food).
qol: Ice cream vats now dispense cones into your hands first, if
possible.
fix: Germ-sensitive items that fail to be placed in-hand now check for
all elevated surfaces, not just tables.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* Ice Cream Vat QoL: Elevated surface, placing in hands, not using usr
---------
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* Adds in the smoothbore disablers.
* Resolve merge conflicts + ammo HUD stuff
* No better way to do this than a skyrat edit since the proc sleeps
* Fixes a changed path
---------
Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Creates an ambience global list for icebox and adds 10 new tracks to the exterior! (THANK YOU JOHN WILLARD!) (#76905)
## About The Pull Request
Creates an ambience global list for icebox and adds ten new tracks to
the exterior. Among the tracks are 5 instrumental stings, 4 microsong
melodies, and 1 thematic song.
HUGE thanks to John Willard for managing the coding aspect of this. All
the music is my creation, but without him, it'd just be sitting on my
hard drive. Love the guy.
## Why It's Good For The Game
Differentiates lavaland and icebox stylistically in their tones, key,
and musical instrumentation. Makes the world feel more alive!
If you want to add more ambient tracks for the zone, all of the tracks
come in the following keys:
G# HARMONIC MINOR
G# NATURAL MINOR
Db NATURAL MINOR
## Changelog
🆑
add: Ambient tracks for icebox.
add: Independent global_list for icebox.
/🆑
---------
Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Creates an ambience global list for icebox and adds 10 new tracks to the exterior! (THANK YOU JOHN WILLARD!)
---------
Co-authored-by: RICK IM RI <77305289+tommysalami3@users.noreply.github.com>
Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Ethereal Pirates (Re-pr) (#76554)
Other pr had some weird check failure, making a new pr to see if it
fixes it.
## About The Pull Request
After he ended up finishing his pirate pr before I could, SethLafuente
graciously offered to let me roll my in-progress pirate pr into his
overall pirate expansion project.
This pr essentially adds a new faction of pirates, along with a new
subspecies of Ethereals a-la silverscales.
- The Lustrous:
A unique subspecies of Ethereal, with years of exposure to bluespace
dust mutating them into crystalline abominations sporting a new pointy
head, pressure resistance, and a permanent bluespace prophet brain
trauma. They're still as fragile as ever, but far more capable of
getting in and out of sticky situations.
- Geode Pirates:
A hollowed out asteroid manned by three Lustrous, equipped with
switchblades, traitor PKAs, jump boots, two teleporting turrets, and an
upgradable bluespace launchpad.
However, they lack proper armor and ship defenses, forcing them to adopt
a coordinated hit-and-run playstyle.



## Why It's Good For The Game
When I started working on this project, I wanted to implement this
faction to cover for the loss of psykers and as a means of creating a
"rock-paper-scissors" system to how standard pirate playstyles would
work; with default pirates being offensive, Silverscales defensive, and
Lustrous mobile.
With Seth's pr, things are a little different now, but I still believe a
glass cannon mobility-focused pirate faction would be a welcome addition
to the pirate roster.
## Changelog
🆑
add: Adds the Lustrous, ethereal pirates in a big bluespace geode!
sound: Unique scream sound for the Lustrous species.
image: Unique head icon for the Lustrous species.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Ethereal Pirates (Re-pr)
* Fixes some merge whackiness
---------
Co-authored-by: Toastgoats <63932673+Toastgoats@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types
* Resolve merge conflicts
* Modular adjustments
* destroy this double return on destroy
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
Alcoholic quirk (#76510)
So you're telling me we have a smoker quirk and we DON'T have an
alcoholic quirk?
What a travesty! Time to fix that.
This quirk is essentially equivalent to smoker, but instead of a
favorite brand you get a favorite *brandy* (as in, favorite type of
booze).

More quirk variety with decent roleplay value.
What will we do with a drunken sailor?
🆑
add: Added Alcoholic as a negative quirk.
/🆑
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
* The Laser Musket (2023) (Settlement Helper Edition) (#76231)
## About The Pull Request
This adds a craftable laser musket to the game. It's slow and unwieldy,
but consistent! I'd be happy to tweak the numbers if it's too good/bad.
This PR also adds an independent militia ERT, who travels the spinward
sector to help defend stations!
TO DO LIST:
- [x] Finish worn sprites
- [x] Add a crafting recipe on par with the pipegun
- [x] Add bayonets
- [x] Separate charging into two stages and REDO THE AUDIO AAAA
- [x] Clean up code (Needs review, totally)
Scrapped:
- Possibly add overcharge mechanic (This is just beyond my skill level
for now)
- Find a unique sound for the weapon firing (We have a unique
projectile, and I can't a sound that fits more than the laser gun one)





Inhands by RedSentry27
Suit sprite by Kinnebian
Prime Laser Musket sprites by RedSentry27
Balance Considerations (ew):
25 damage (30 on prime)
Normal wound
40 Stamina damage (45 on prime)
Weak to armour (prime not weak to armor)
2 second charge time, needs to be charged twice
No overcharge
Requires two hands to hold (like a chainsaw)
Crafting Recipe:
One rifle stock
Fifteen Cable Coils
Four Iron Rods
One micro laser
One capacitor
One pair of prescription glasses
One drinking glass
Craft for 10 seconds with a wirecutter and screwdriver
Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a
space ranger")
One laser musket
Fifteen cable coils
Five silver
One water recycler
Fifteen units of nuka cola
Craft for 30 seconds with a screwdriver while wearing cowboy boots and a
cowboy hat
## Why It's Good For The Game
The idea of assistants and revs forming firing lines in the halls to
shoot eachother sounds hilarious. Besides, we need a parallel to the
pipegun, and this is the funniest way to do so.
## Changelog
🆑 Cheshify, Kinnebian, and RedSentry27
add: Maintenance engineers have sent out blueprints across the sector
for a new laser musket.
admin: A new energy-gun toting ERT is available to send to the crew.
---------
Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
* The Laser Musket (2023) (Settlement Helper Edition)
* Update guns.dm
* Update guns.dm
* Fixes vox/teshari greyscale config paths
---------
Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>