Commit Graph

520 Commits

Author SHA1 Message Date
SkyratBot
899063da95 [MIRROR] Circuit action button refactor [MDB IGNORE] (#25798)
* Circuit action button refactor (#80379)

## About The Pull Request

This PR makes several changes to how circuit action buttons work:
- The MOD action and BCI action components have been merged into a
single component.
- MOD circuit actions can be pinned from the configuration menu. This
works the same way as pinning individual modules, and can be done both
by the wearer and a suit AI.
- Action components have an output pin for the user of the action. This
allows MOD module circuits to distinguish between the wearer and an AI.
- Creates a supertype for `/datum/action/item_action/mod/pinned_module`
named `/datum/action/item_action/mod/pinnable`, which implements common
functionality for pinned modules and pinned circuit module actions.

## Why It's Good For The Game

The prior functionality of circuit MOD actions was somewhat unintuitive,
requiring the user to select an action from a radial menu *after*
activating the module, whether from a pinned action or from the module
radial. Providing similar pinning functionality to modules themselves
makes MOD actions more readily usable.

Merging the two different types of circuit components into one was made
with the idea that adding new types of shells with equipment actions
would inflate the number of subtypes of
`/obj/item/circuit_component/equipment_action` without adding much
meaningful functionality.

## Changelog

🆑
qol: MOD wearers and internal AIs can pin the individual actions in a
MOD circuit module in a similar way to how they can pin modules. Circuit
module actions can be pinned from the configuration menu of the circuit
refactor: The MOD action and BCI action components have been merged into
one component - the Equipment Action component.
/🆑

* Circuit action button refactor

---------

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
2023-12-23 19:26:25 -05:00
SkyratBot
ac6bcbe737 [MIRROR] Engineering autolathe now prints engi inducers instead of science ones + boosts recharge rate of sci-printed inducers [MDB IGNORE] (#25795)
* Engineering autolathe now prints engi inducers instead of science ones + boosts recharge rate of sci-printed inducers (#80126)

## About The Pull Request

Allows engineering to print/order engi inducers instead of science ones.
They have their own type of inducer, so its weird that the amount of
them is finite.

## Why It's Good For The Game

I thought this was the case when I made my crossbow PR, and it only is
craftable with an engineering one. Turns out engineering quickly ran out
of inducers to make them with since they only get three. Oops.

As for the science inducer charge buff, around half of my 400ish hours
in ss13 is engi, and not once have I been asked by a scientist if they
could have a better inducer. 500 charge vs 1000 charge is only a change
of clicking an apc again and waiting an extra second. Plus, the reason I
picked inducers as the item that the crossbow required in the first
place is that 95% of rounds they never once moved from the closet (and
people most certainly open said closet, since the insuls are almost
always gone.)

## Changelog
🆑
qol: Engineering now can print/order engi inducers instead of science's
purple ones.
bal: Sci inducers now recharge 1000 charge per go, just like engi ones
do.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: san7890 <the@ san7890.com>

* Engineering autolathe now prints engi inducers instead of science ones + boosts recharge rate of sci-printed inducers

---------

Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-12-23 09:20:21 -05:00
SkyratBot
6be86b27ab [MIRROR] Replaces the Exosuit Materials 2 experiment with one about equipping mechs rather than destroying them. [MDB IGNORE] (#25621)
* Replaces the Exosuit Materials 2 experiment with one about equipping mechs rather than destroying them. (#80267)

<!-- 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
Replaces "Exosuit Materials 2: Excessive Damage Test" with "Exosuit
Materials 2: Load Strain Test". Rather than building and then destroying
two exosuits, you now equip them with any two (compatible) main
equipment pieces. Once the experiment is done, you'll have two exosuits
still, so consider making exosuits that you can donate to other crew
afterwards.

Note that the exosuit *has* to be built by the crew. Round-start
exosuits (or those obtained through other means like the nuke ops'
uplink) will not work.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
The idea of creating and destroying a few rounds of mechs sounds like a
neat concept. But in practice, it burns through station resources for no
real good reason, and is somewhat antithetical to the idea of robotics
making mechs for other departments. With this change, you're still
required to make the two mechs if you want the discount, but now they'll
be available afterwards. If someone has requested a mech for their
department, for example, you can now accomplish that and part of this
experiment simultaneously.

<!-- 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. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
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. -->

🆑
add: Adds a new discount experiment for unlocking the combat exosuit
nodes - complete it by scanning two exosuits with equipment in the left
and right hand slots. This replaces the prior discount experiment about
destroying exosuits.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

* Replaces the Exosuit Materials 2 experiment with one about equipping mechs rather than destroying them.

---------

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2023-12-14 18:07:33 -06:00
SkyratBot
377ca4eb3f [MIRROR] [NO-GBP] Fixes Advanced Plastic Surgery free to use roundstart [MDB IGNORE] (#25613)
* [NO-GBP] Fixes Advanced Plastic Surgery free to use roundstart (#80295)

## About The Pull Request
Fixes #80266

![ah-eto-bleh-anime](https://github.com/tgstation/tgstation/assets/127663818/e1701596-709c-4c95-8476-9d6db8e1d8ea)
## Why It's Good For The Game
Should have debugged that
## Changelog
🆑
fix: Advanced Plastic Surgery is now unavailable shiftstart
/🆑

* [NO-GBP] Fixes Advanced Plastic Surgery free to use roundstart

---------

Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
2023-12-14 16:02:17 +00:00
SkyratBot
9c60ff1de1 [MIRROR] Removes Clone Damage [MDB IGNORE] (#25429)
* Removes Clone Damage

* Update blackbox.dm

* Modular

* Update schema

* Update database_changelog.md

* More modular deprecated clone things

---------

Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-04 23:01:54 -05:00
SkyratBot
c74da996c6 [MIRROR] Adds arctangent 2 component to circuits [MDB IGNORE] (#25231)
* Adds arctangent 2 component to circuits (#79892)

## About The Pull Request
Adds an arctangent 2 component (atan2)

## Why It's Good For The Game

It's made to convert offsets into angles, something thats pretty useful
in a coordinate based game
## Changelog
🆑
add: Adds an arctangent2 component to circuitry!
/🆑

* Adds arctangent 2 component to circuits

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-11-24 16:57:19 -05:00
SkyratBot
5aff98201e [MIRROR] Adds some more engi borg modules and buffs the engi borg RPED [MDB IGNORE] (#25199)
* Adds some more engi borg modules and buffs the engi borg RPED (#79374)

- add Internal inducer: An inducer for engi borgs, it uses power from
there own cell to charge other devices
- Buff the RPED module to be onpar with BSRPED in storage(same
otherwise)
- Borg chargers now also draw from powernet like cells do

The RPED buff is more because the standard capacity for parts is really
low, this lets borgs use RPED more hassle free. They still need to
physicaly be next to the machine so its not an insane buff otherwise

* Adds some more engi borg modules and buffs the engi borg RPED

---------

Co-authored-by: Autisem <36102060+Autisem@users.noreply.github.com>
2023-11-22 21:24:14 -05:00
SkyratBot
5da40bd0b3 [MIRROR] [READY] The Cyberbrawlening: Augment your Unarmed Strikes for Maximum Damage [MDB IGNORE] (#25139)
* [READY] The Cyberbrawlening: Augment your Unarmed Strikes for Maximum Damage

* Update parts.dm

* Update parts.dm

* Update bodyparts.dm

* Update head.dm

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-20 00:16:27 -05:00
SkyratBot
73bdd7341a [MIRROR] TGUI Destructive Analyzer [MDB IGNORE] (#25005)
* TGUI Destructive Analyzer (#79572)

## About The Pull Request

I made this to help me move more towards my goals [laid out
here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) which currently doesn't
have much interest.

This makes the Destructive Analyzer use a little neat TGUI menu instead
of its old HTML one. I also touch a lot of science stuff and a little
experimentor stuff, so let me explain a bit:
Old iterations of Science had different items that you can use to boost
nodes through deconstruction. This has been removed, and its only
feature is the auto-unlocking of nodes (that is; making them visible to
the R&D console). I thought that instead of keeping this deprecated code
around, I would rework it a little to make it clear what we actually use
it for (unhiding nodes).
All vars and procs that mentioned this have been renamed or reworked to
make more sense now.

Experimentor stuff shares a lot with the destructive analyzer, so I had
to mess with that a bit to keep its decayed corpse of deprecated code,
functional.

I also added context tips to the destructive analyzer, and added the
ability to AltClick to remove the inserted item. Removing items now also
plays a little sound because it was kinda lame.
Also, balloon alerts.

## Why It's Good For The Game

Moves a shitty machine to TGUI so it is slightly less shitty, now it's
more direct and compact with more player-feedback.
Helps me with a personal project and yea

### Video demonstration

I show off connecting the machine to R&D Servers, but I haven't changed
the behavior of that and the roundstart analyzers are connected to
servers by default.

https://github.com/tgstation/tgstation/assets/53777086/65295600-4fae-42d1-9bae-eccefe337a2b

## Changelog

🆑
refactor: Destructive Analyzers now have a TGUI menu.
/🆑

* TGUI Destructive Analyzer

* Modular

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-14 09:19:08 -05:00
SkyratBot
f99edcb8fc [MIRROR] Adds Paddy, the Security Mech [MDB IGNORE] (#24867)
* Adds Paddy, the Security Mech

* Update work_tools.dm

---------

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-09 00:05:34 -05:00
SkyratBot
500c94e25f [MIRROR] Security Pen and Penlight improvement [MDB IGNORE] (#24727)
* Security Pen and Penlight improvement

* Update inventory.dm

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-01 22:47:00 +00:00
SkyratBot
7926b066fc [MIRROR] Fishing-related bounties. [MDB IGNORE] (#24636)
* Fishing-related bounties. (#79136)

## About The Pull Request
This PR adds three basic/assistant bounties for shipping fish. The
reward is above par when compared to other basic bounties, however, each
shipped fish that is either dead or comes from a case (bought from
cargo, cause that's lazy) will reduce the payout by a portion of it,
also the pool of assistant bounties is quite big you wouldn't roll them
too often.

The three bounties are the following: One for any kind of fish, another
for fish of matching fluid type (freshwater, saltwater, sulphuric
water), and lastly, one for specific types of fish, possibly easy money
if RNG is with you.

## Why It's Good For The Game
I wanted to add something diffrent from most grimy assistant/basic
bounties where you either just print the stuff from the nearby autolathe
or fetch it for little money. Also, this provides another outlet to
fishing, I guess.

## Changelog

🆑
add: Added a few fish related bounties.
add: Fish cases to store and preserve life fish within can be now
printed from the service techfab and the autolathe.
/🆑

* Fishing-related bounties.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-28 20:06:50 -04:00
Iamgoofball
3a9474ef79 [MODULAR] Good Assistant Points: Help the station, get credits and chicken nuggets! (#24576)
* [MODULAR] Good Assistant Points: Help the station, get credits and chicken nuggets!

* MAKES SHIT MOSTLY MODULAR

* lol whoops

* assistant payment adjustments

* assistants are paid in full for doing jack shit fuck all again, reduces starting punches to 1

* sprites

* ups it to 100 credits a punch

* Update modular_skyrat/modules/automapper/code/area_spawn_entries.dm

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>

* changes

* whoops

* h

* Update gbp_punchcard.dm

* Update gbp_punchcard.dm

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-25 22:34:42 -07:00
SkyratBot
a7509e9dfb [MIRROR] Scatter laser shells now use the scatter laser beam, and makes them significantly easier to make. Projectiles can now have damage falloff. [MDB IGNORE] (#24584)
* Scatter laser shells now use the scatter laser beam, and makes them significantly easier to make. Projectiles can now have damage falloff. (#78927)

## About The Pull Request

Allows for damage falloff to apply to more than just shotgun pellets.
Now any projectile can have a damage falloff defined.

Scatter Laser shells no longer use the minigun beams to determine their
damage. Instead they use the actually defined scatter laser beams. Those
beams do 7.5 damage per pellet, times by 6 pellets.

Scatter laser beams now have damage falloff, a separately defined
(positive) wounding power from normal beams, and wound falloff.

Scatter laser shells can be printed from security protolathes once you
have weapon tech.

Scatter laser shells _may_ be damaged by EMPs based on severity. The
result is that it fires a practically useless volley of laser fire. They
cause a honk sound when they hit, so you know when you've shot one of
these.

## Why It's Good For The Game

Well, we want shotguns universally to not be defined by their damage
output (especially extreme damage output) but by niche.

What does the scatter laser shell currently occupy as a niche?

The single highest damage output of any projectile weapon in direct
damage. The thing we don't want of shotguns, and it is reigning champion
of all guns.

Okay, that's a bit misleading, because obviously it is competing with
the likes of .50 BMG which does 70 damage outright and dismembers limbs,
potentially doing upwards of 90 damage if it does, and also hard stuns
people. Obviously _that_ is technically a stronger bullet.

But not for raw damage, because the scatter laser does 90 damage out the
gate, barring any potential wounding that might occur which increases
the damage multiplicatively. No gimmicks, no extra procs, nothing. It's
just 15 force lasers (with no damage dropoff) split between 6 beams.

And the reason for this is because this shell has been nerfed once prior
by making it not fire 6 normal laser shots into someone. That was 120
damage at the time, 120 to 90 was...I guess a nerf during the taser era.
Depends on how you viewed it. Buckshot was doing like 80 at the time,
believe me it was a wild period. But anyway, when we did the whole
damage rearrangement over the course of the laser few years, every other
shell got touched except this one for some reason. Even pulse slugs lost
10 damage while this was still sitting on 90 force point blank.

So what is the new niche? Well, it's laser buckshot. That's not a niche
but crew don't get buckshot, so this is their buckshot. It wounds real
good. Real goddamn good. And its is a laser. It fits the aesthetic,
obviously.

Okay, thanks.

## Changelog
🆑
balance: Scatter laser shells actually utilize the _real_ scatter laser
beam. This comes with damage changes. And wounding power.
feature: EMPs can potentially damage scatter laser shells.
refactor: All projectiles can now have damage falloff defined. Yay.
balance: Scatter laser shells can be printed when weapons technology is
researched.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* Scatter laser shells now use the scatter laser beam, and makes them significantly easier to make. Projectiles can now have damage falloff.

* Modular

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-25 19:29:37 +00:00
SkyratBot
eeecfcfe09 [MIRROR] Advanced Robotics Techweb Tweak and General Techweb QOL [MDB IGNORE] (#24469)
* Advanced Robotics Techweb Tweak and General Techweb QOL (#78985)

## About The Pull Request

This PR is half a successor to #77399, and half QOL changes. When I made
the old PR, I originally wanted to add a scanning experiment to the
advanced robotics node, but several people (including at least one
maintainer) had reservations with this idea. My plan was to make the
experiment be completed automatically, instead of needing someone to
wave the scanner around, but as it turns out the experiment system is
just fundamentally not designed for experiments like that.

Now I've realized that there doesn't really need to be a new experiment.
So now the advanced robotics node is just not dependent on neural
programming, and that's it. No cost increase, no experiment needed.

As for the QOL changes, it just allows certain experiments to be
completed earlier than they otherwise would be. Normally, for an
experiment to even be available for completion, you need to get at least
one prerequisite node for one of the nodes the experiment benefits (as
in, one of the nodes it is required for or grants a discount too).
However, this sometimes means that you can't complete an experiment even
if you have the means to do it. Nonhuman autopsy is a good example; you
can autopsy a nonhuman corpse right at the start of a round, but the
experiment won't actually be completed unless biological technology has
been researched. The tier two laser experiment is another example. You
get access to tier two lasers necessary for the experiment by
researching industrial technology, but the experiment itself is locked
behind electromagnetic theory.

Now, the nonhuman autopsy experiment, divergent biology experiment, and
all medium and high grade material scanning experiments are unlocked
round-start. The tier two lasers experiment is unlocked by industrial
engineering.
## Why It's Good For The Game

For the advanced robotics change, I'll just quote myself from the last
PR:
> Robotics should not be dependent on an entirely different department
to access their core job content. Such dependencies encourage tiding and
other toxic interactions between departments.

For the QOL changes, it makes the whole system a lot more
newbie-friendly. For the autopsy especially, its common to see new
coroners autopsy the nonhuman bodies first and the human one second.
This means that, when the nonhuman autopsy experiment is actually
unlocked, there aren't any nonhuman bodies left to autopsy. Now it
doesn't matter which order they're autopsied in.
## Changelog
🆑
qol: Nonhuman autopsy, Tier Two Lasers, and several other experiments
can now be completed earlier.
balance: Advanced robotics techweb node no longer requires neural
programming node.
/🆑

* Advanced Robotics Techweb Tweak and General Techweb QOL

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
2023-10-20 14:28:37 -07:00
SkyratBot
7cf7be4b7b [MIRROR] Tram v6/Transport Subsystem [MDB IGNORE] (#24399)
* Tram v6/Transport Subsystem

* Update icon_smoothing.dm

* Update utility.dm

* defines/icon

* Update airlock.dm

* Update door.dm

* Update airlock.dm

* Update airlock.dm

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-17 15:16:46 -07:00
SkyratBot
981503afc6 [MIRROR] Microwave upgrades: Microwave PDA charging, power cells [MDB IGNORE] (#24283)
* Microwave upgrades: Microwave PDA charging, power cells

* skyrat edit

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-11 17:31:12 -07:00
SkyratBot
05b6b3f3fd [MIRROR] Adds tongs [MDB IGNORE] (#24100)
* Adds tongs (#78698)

## About The Pull Request

![dreamseeker_6nkq7xbypa](https://github.com/tgstation/tgstation/assets/7483112/60f86b9d-a5aa-4630-8ab4-8956b2e44665).

Adds tongs, as requested on the [Official TGStation13
Forums](https://tgstation13.org/phpBB/viewtopic.php?f=9&t=33026)
Tongs can be used to pick up food from two tiles away, and feed it to
people who are two tiles away.
You can also use them while in your hand to snap them together like a
crab, or use them to harmlessly pinch people who are up to two tiles
away.

Tongs are available from the kitchen's dinnerware vendor, the autolathe,
and the service lathe.

## Why It's Good For The Game

You can feed people from across a counter, without touching the food and
spreading your germs to them.

## Changelog

🆑 Coded by Jacquerel, Sprited by Dalmationer
add: Added tongs to the kitchen, which you can use to manipulate food
from further away
/🆑

* Adds tongs

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-03 20:00:38 -04:00
SkyratBot
13a9abdf2c [MIRROR] The fishing portal generator expansion (plus skill-chip) [MDB IGNORE] (#24052)
* The fishing portal generator expansion (plus skill-chip) (#78203)

## About The Pull Request
This is a PR I worked on last month, but had to put on hold while
dealing with some pressing issues with fishing feature, minigame and
other stuff, and because I had to atomize out some of the stuff
previously present here.

I've expanded on the fishing portal generator to do something other than
dispense guppies and goldfishes. It now has multiple settings,
unlockable by performing scanning experiments for fish types, available
from the get go, which also reward a meager amount of techweb points
upon completion. The generator can now be built too. No longer it has to
be ordered from cargo.
It can also be emagged for the syndicate setting, tho right now it only
dispenses donkfish and emulsijack, both otherwise impossible to get
outside of... exodrone adventures.

The advanced fishing rod now comes with an experiment handler component,
specific to the fish scanning experiment, that automatically scans
fished content. The node to get it now requires 2000 points and the
first fish scanning exp to be unock.

A new skillchip has been added, which adds a trait that changes the icon
of the fish shown in the minigame UI, giving some clues on what the
reward will be. The same trait is also gained by reaching the master
(penultimate) level of the fishing skill.

A new fish type has been added, with its own quirks. One of these quirks
included temporarily switching movement direction of the bait.
Currently, it can only be fished in the hyperspace and randomizer
setting of the fishing portal.

Screenshots:
![fuck
yea](https://github.com/tgstation/tgstation/assets/42542238/b4c75951-fa07-44ae-99ee-f602adf8a5a4)

![radial](https://github.com/tgstation/tgstation/assets/42542238/68ff21d8-69fd-4ba5-aa58-9976b6e3282f)

## Why It's Good For The Game
The fishing portal generator is but a stale and underdeveloped prototype
of the fishing feature right now, so much I was thinking of removing it
at first. However, we also have a lot of fishes which are pretty much
unfishable, so I came up with the idea of adding new portal settings
that allow people to actually get them.

As for the skillchip and trait, it's but an extra to both the vending
machine in the library and the fishing skill itself, which has an
overall humble impact on the minigame.

## Changelog

🆑
add: Expanded the fishing portal generator. It now comes with several
portal options that can be unlocked by performing fish scanning
experiments, which also award a modest amount of techweb points.
balance: The fishing portal generator is now buildable and no longer
orderable. The board can be printed from cargo, service and science
lathes.
balance: Advanced fishing tech is no longer a BEPIS design. It now
requires the base fish scanning experiment and 2000 points to be
unlocked.
add: The advanced fishing rod now comes with an incorporated
experiscanner specific for fish scanning.
add: Added a new skillchip that may change the icon of the "fish" shown
in the minigame UI to less generic ones. Reaching master level in
fishing also does that.
qol: The experiment handler UI no longer shows unselectable experiments.
/🆑

* The fishing portal generator expansion (plus skill-chip)

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-30 23:41:29 -04:00
SkyratBot
964fc99589 [MIRROR] Feature: bitrunner, a new supply role (READY) [MDB IGNORE] (#23865)
* 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>
2023-09-29 20:53:36 -04:00
SkyratBot
03d6b10521 [MIRROR] Advanced Plastic Surgery 2.0, It's rare now. [MDB IGNORE] (#23903)
* 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>
2023-09-25 12:32:00 -07:00
SkyratBot
0f79e9bcb1 [MIRROR] Adds the message monitor to the tcomm research node [MDB IGNORE] (#23852)
* Adds the message monitor to the tcomm research node (#78426)

## About The Pull Request

After five long years of waiting, adds the messaging monitor board to
the tcomm research node.
Closes #35946

## Why It's Good For The Game

Consistency!

* Adds the message monitor to the tcomm research node

---------

Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com>
2023-09-22 00:24:59 -07:00
SkyratBot
f12f263b2f [MIRROR] Buildable mass drivers [MDB IGNORE] (#23776)
* Buildable mass drivers (#78360)

## About The Pull Request
Adds the ability to build mass drivers, you activate them by attaching a
signaler to their launch wire. They also have a safety wire, that when
pulsed, increases the power of it. To reset the power back to normal you
cut the safety wire. This is mostly just a port of
https://github.com/BeeStation/BeeStation-Hornet/pull/5563

## Why It's Good For The Game

Less weird unique machines, and you can do some interesting stuff with
mass drivers, like traps, cannons, and many other interesting things.

## Changelog

🆑
add: mass drivers are now buildable, you activate them by attaching a
signaler to their launch wire, and can increase their power by pulsing
the safeties wire, and reset it back to normal by cutting the safeties
wire.
/🆑

* Buildable mass drivers

---------

Co-authored-by: Teagarden <124026007+Vincent983@users.noreply.github.com>
2023-09-18 14:33:38 -04:00
SkyratBot
85b005636e [MIRROR] Service borg extra apparatus upgrade [MDB IGNORE] (#23616)
* Service borg extra apparatus upgrade (#78077)

## About The Pull Request

Adds an upgrade similar to the extra beaker storage for mediborgs to
service borgs, which adds an additional drink apparatus (that also
doesn't do the weird drink refilling thing)
## Why It's Good For The Game

This can allow the service borg to carry a wider variety of drinks, also
considering they specialize in chemistry, they should get an apparatus
upgrade like mediborgs.

## Changelog
🆑
add: Added the service borg "drink apparatus" upgrade, which adds an
extra drinking apparatus to the borg, up to a maximum of 5 extra.
🆑

* Service borg extra apparatus upgrade

---------

Co-authored-by: Teagarden <124026007+Vincent983@users.noreply.github.com>
2023-09-10 13:37:29 -04:00
SkyratBot
18fc2d9b16 [MIRROR] Oldstation now has their own RND [MDB IGNORE] (#23567)
* Oldstation now has their own RND

* Update oldstation_fluff.dm

* Update techweb_types.dm

* beaker capacity

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-07 22:36:11 -04:00
SkyratBot
5f829cffac [MIRROR] Medical/roller beds [MDB IGNORE] (#23520)
* Medical/roller beds

* medical beds

* Update ninja_den.dmm

* medicell

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-09-04 13:41:52 -07:00
SkyratBot
6c5fe15c90 [MIRROR] Fixes alien alloy's destructive analysis not giving the Alien Technology node (the one that lets you print alien alloy) [MDB IGNORE] (#23364)
* Fixes alien alloy's destructive analysis not giving the Alien Technology node (the one that lets you print alien alloy) (#77931)

## About The Pull Request

Title.
Was a thing in the old days of yore of `origin_tech` (`Nov 7, 2017` -
the commit before the techweb refactor)

044ea0ba40/code/game/objects/items/stacks/sheets/mineral.dm (L369-L375)

but was removed in #31026 with seemingly no discussion of the fact and
not added to the Alien Technology's node's `boost_item_paths`. the 300+
files changed probably have something to do with that. (`Nov 19, 2017`)

caa1e1f400/code/modules/research/techweb/all_nodes.dm (L798-L810)

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/47044 (it's
moderately amusing how the issue was opened 2 years after the alloy lost
this quirk)
Though the destuctive analyzer has been walking the plank for a good
while now, things like ayy tech are stil reliant on it to become
accessible to the crew.
Letting the alloy unlock the creation of the alloy on station can allow
abductors that want to do that to sacrifice only a locker or a table
instead of a more valuable gadget, which can be used for alien alloy
toolboxes for example (i'd say ayy golems but we don't have em
reimplemented yet haha oops)

## Changelog

🆑
fix: after a long 6 years, alien alloy once again unlocks the Alien
Technology node (the one that lets you print alien alloy)
/🆑

* Fixes alien alloy's destructive analysis not giving the Alien Technology node (the one that lets you print alien alloy)

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-08-27 10:38:51 -07:00
SkyratBot
fd1ac2de54 [MIRROR] Adds associative list manipulation to circuits, updates a few list circuit components. [MDB IGNORE] (#23362)
* Adds associative list manipulation to circuits, updates a few list circuit components. (#77803)

* Adds associative list manipulation to circuits, updates a few list circuit components.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2023-08-27 10:38:13 -07:00
Bloop
9087dafd1d [MODULAR] Moves techweb all_nodes.dm edits to modular (#23156)
* Removes all the skyrat edits in all_nodes.dm and moves them to master files

* Resets diffs to tg

* Update all_nodes.dm

* Future proofing

Who knows what they'll do upstream with the return value here

* Adds labels for organization

* Update all_nodes.dm

* Oh no, find and replace moment

Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>

* Fixes copy paste mistake!

* Yeah, we can just condense the two sections

---------

Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-08-22 17:21:34 -04:00
SkyratBot
68f4deff40 [MIRROR] MODLink System (+ NWTLMM) [MDB IGNORE] (#23199)
* MODLink System (+ NWTLMM) (#77639)

## About The Pull Request
A pact made with `@ Kapu1178`
Small changes you should not care about:
RD MODsuit outfit (admin only) no longer has a beret that blocks the
activation of the suit
The beret used by death squad officers no longer is blocked from being
put on a hat stabilizer module
Admins can now Shear matrices of objects in Modify Transform
Multitool buffers have been a little refactored to use a setter proc
that saves them from causing hard dels
Cooler stuff:
A revival and remake of [Nobody Wants To Learn Matrix
Math](https://github.com/tgstation/tgstation/pull/59103), this time with
additional tooling for quick matrix calculations.

![image](https://github.com/tgstation/tgstation/assets/23585223/eb387738-0839-463a-aed8-4703d139b11a)
The MODLink system, available through every MODsuit and MODLink scryers
(a neck item obtainable from advanced modsuit research or
charliestation)
Let's you make a holographic call with any other MODLink user, where you
can chat in realtime and see what's up with em

![image](https://github.com/tgstation/tgstation/assets/23585223/5a822f9f-e823-497e-b766-40055f2fc0d6)
![image](https://github.com/tgstation/tgstation/assets/23585223/062983ee-6058-4e78-a3aa-bccda1a3e224)

## Why It's Good For The Game
Adds a fun way for the crew to communicate with each other that can be
done in real-time with relative privacy compared to radio.

## Changelog
🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato)
fix: RD MODsuit outfit (admin only) no longer has a beret that blocks
the activation of the suit
fix: The beret used by death squad officers no longer is blocked from
being put on a hat stabilizer module
admin: Admins can now Shear matrices of objects in Modify Transform
admin: Admins now have access to Test Matrices in the VV dropdown, an
all-in-one tool for editing transforms.
add: MODLink system, available through scryers (from RnD and Charlie
Station) and through MODsuits. Lets you call people with holographs!
/🆑

* MODLink System (+ NWTLMM)

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-08-19 05:09:31 -04:00
Bloop
d518ca3b84 [MISSED MIRROR] Add pickaxe to basic tools techweb (#72938) (#23155)
Add pickaxe to basic tools techweb (#72938)

Adds the pickaxe to basic tools techweb that can be printed the cargo
lathe or autolathe.

This is a basic mining tool and should be available at roundstart.

It wasn't possible to create pickaxes, despite it being a T1 item. It
should be as easy to make as a shovel since these usually are mapped
together. I was tempted to put this into mining technology, but that
already has advanced drills that are T2 versions of the pickaxe.

🆑
qol: Add pickaxe to basic tools techweb
/🆑

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-08-17 16:59:03 -04:00
Bloop
6029db1292 [MISSED MIRROR] fixes generic tanks not being printable (#72743) (#23153)
fixes generic tanks not being printable (#72743)

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-08-17 16:58:01 -04:00
Bloop
b6ccdfa8d3 [MISSED MIRROR] Moves the botanogenetic shears to the botany node and locks it behind a botany experiment (#67363) (#23152)
* Moves the botanogenetic shears to the botany node and locks it behind a botany experiment (#67363)

* Update code/modules/research/techweb/all_nodes.dm

---------

Co-authored-by: SovietJenga <102672798+SovietJenga@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-08-17 16:56:54 -04:00
SkyratBot
2399e88e7b [MIRROR] Gives engineers the RCD round start and nerfs its base abilities to compensate [MDB IGNORE] (#23158)
* Gives engineers the RCD round start and nerfs its base abilities to compensate (#77641)

## About The Pull Request
- Gives engineers an RCD as part of their round start equipment
- RCD by default will build/deconstruct slower if you already have
another one in progress. This can be upgraded with the new cooling
upgrade disk. Reconstructing (anything that was there roundstart as per
the destructive scan) doesn't have this downside, only
construction/deconstruction.
- RCD construction effects can now be attacked in order to cancel them.
This can be deterred with the anti-disruption upgrade disk.
- RCDs for nukies and whatever don't have these downsides
- The CE's roundstart RCD also doesn't have these downsides

## Why It's Good For The Game
Construction and reconstruction are currently one of the worst aspects
of SS13--they are so slow and tedious that any sort of mass destruction
goes unfixed for 10-30+ minutes, if fixed at all. This limits us because
it means people don't want traitors to create large explosions, for
instance--I do and so I think it's crucial that we fix construction.

Reconstruction has already been improved on the RCD with the destructive
scans, but I see no reason to limit this to something so out of the way.

Ideally the RCD even gets more functionalities, like the ability to
print stock parts (or having stock parts removed), etc, in order to
lessen this burden.

## Changelog
🆑
add: Engineers now have an RCD round start.
balance: RCD construction/deconstruction effects can now be attacked in
order to cancel them. You can get the anti-disruption upgrade disk to
prevent this.
balance: RCD construction/deconstruction is now slower if you already
have another effect up. This does not effect reconstruction.
balance: Both of the above effects do not effect the CE's roundstart
RCD, nor any other RCDs such as combat RCDs.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Gives engineers the RCD round start and nerfs its base abilities to compensate

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
2023-08-17 16:56:29 -04:00
SkyratBot
1aa547866c [MIRROR] Cybernetic Moth Eyes : Cybermoff 2077 [MDB IGNORE] (#23140)
* Cybernetic Moth Eyes : Cybermoff 2077

* Update _eyes.dm

* Modular adjustments, and cleans up some skyrat edits while we're here

* Adds the moth cybereyes as augment options

* Revert "Adds the moth cybereyes as augment options"

This reverts commit 7c91d01ed0c14d4a3ec435b2fc878267a7b8618b.

* Update organs.dm

* Update internal_HA.dmi

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-17 09:59:00 -04:00
SkyratBot
2644a9e37d [MIRROR] New Mech UI and equipment refactor [MDB IGNORE] (#23098)
* New Mech UI and equipment refactor

* Update mecha_defense.dm

* Update clothing.dm

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-15 19:59:50 -04:00
SkyratBot
1ce272322a [MIRROR] Modular receiver now only appears in hacked autolathe. [MDB IGNORE] (#23054)
* Modular receiver now only appears in hacked autolathe. (#77555)

## About The Pull Request

Resolves #77554

Removes the modular receiver design from the base tech node, so that it
only appears in the hacked autolathe. This fixes a bug where hacking an
autolathe would make this recipe appear twice.

I assumed that _removing_ the receiver from the unhacked autolathe was
the correct direction to go, since the design is in the hacked category.
It would be easy enough to reverse this if desired, though.
## Why It's Good For The Game

Designs shouldn't be appearing in the autolathe twice. It also appears
that the intention was that you have to hack the autolathe to print a
modular receiver - which makes enough sense. Printing out gun parts
_probably_ shouldn't be default autolathe behavior.
## Changelog
🆑
fix: The modular receiver is now only printable from a hacked autolathe.
/🆑

* Modular receiver now only appears in hacked autolathe.

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
2023-08-13 13:20:31 -04:00
SkyratBot
c3ac650746 [MIRROR] Makes bluespace navigation gigabeacons both significantly nicer to use, and significantly cooler [MDB IGNORE] (#23023)
* Makes bluespace navigation gigabeacons both significantly nicer to use, and significantly cooler

* Removes icon override

* No more circuit boards to build these. Instead they unfold.

---------

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-11 23:49:54 -04:00
SkyratBot
5486304676 [MIRROR] Anomaly gear: Polymorphic Field Inverter [MDB IGNORE] (#22963)
* Anomaly gear: Polymorphic Field Inverter (#77383)

## About The Pull Request

Adds a new device you can research called the "Polymorphic Field Inverter".
It requires Advanced Biotechnology and Anomalous Research to unlock.

Completing that research lets you print out a fancy belt. Using it for 5
seconds on a mob (dead or alive) which is organic in nature and isn't
some kind of human or megafauna (monkeys are fine) will store a copy of
its DNA. Scanning another creature will replace the original stored DNA.
Storing DNA does absolutely nothing unless you have also inserted an
active Bioscrambler core.

If the item is activated with a Bioscrambler core then equipping it
grants you the ability to transform into the same kind of creature as
the one you scanned (and back). As in spells such as Wildshape you share
health with your transformed form and if you die while transformed then
you die, so be careful when turning into something like a cockroach
which has one hit point.

It has an associated experiment which makes the research free, which is
to scan two humans with (non-prosthetic) organs that they didn't have
when the round started. You can accomplish this through surgery, DNA
infusion, or a bioscrambler anomaly. You can do it on some monkeys if
nobody is cooperating with you.
I copied a teeny bit of this code from #73969 although I didn't actually
end up needing most of it.

These are absolutely codersprites so if anyone wanted to make cooler
ones, let me know.

* Anomaly gear: Polymorphic Field Inverter

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-09 16:53:19 -04:00
SkyratBot
af53b642e4 [MIRROR] Dissection experiments are handled by autopsy surgery. Removes redundant dissection surgery. You can repeat an autopsy on someone who has come back to life. [MDB IGNORE] (#22936)
* Dissection experiments are handled by autopsy surgery. Removes redundant dissection surgery. You can repeat an autopsy on someone who has come back to life.

* Update all_nodes.dm

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-08 09:29:33 -04:00
SkyratBot
42083649b2 [MIRROR] Fixes DNA Infuser missing from techfab, tech storage [MDB IGNORE] (#22891)
* Fixes DNA Infuser missing from techfab, tech storage (#77348)

* Fixes DNA Infuser missing from techfab, tech storage

---------

Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
2023-08-05 16:20:16 -04:00
Zergspower
88bf87fa4e [MANUAL MIRROR] Robotic organ and disease improvements (#22631)
* Robotic organ and disease improvements (#76766)

## About The Pull Request

In the code description for the `ORGAN_ROBOTIC` flag, it says that
robotic organs are not supposed to decay or regenerate health. I went
and fixed this and added some more "robotic" behavior.

New changes for robotic organs:
- No longer heal damage passively
- No longer gain health from revival
- No longer heal in the smart organ fridge
- No longer heal from pluoxium
- Robotic ears no longer heal from ear healing items (earmuffs, etc.)
- Robotic eyes are immune to changeling blind stings
- Robotic eyes no longer heal from occuline

New changes for diseases:
- Some diseases now require an organ to work. A robotic organ will give
immunity to the disease symptom unless the disease has "Inorganic
Biology".
- The transmission methods for diseases require organs to work but
robotic organs are immune. (except inorganic biology) Airborne disease
transmission require lungs. Ingested (drunk or eaten) disease
transmission requires a stomach. Blood (inject or patch) disease
transmission requires a heart.
- Organs removed from a mob that is afflicted with a disease will be
infectious while handling or transplanting it. (again, robotic organs
are immune unless inorganic biology is present) Certain admin spawned or
special diseases are exempt from this transmission method.
- A stomach is required for nebula nausea, gastritium, carpellosis,
metabolic boost, vomit, weight loss, death sandwich poisoning,
- Lungs are required for choking, asphyxiation, cough, cold9, oxygen
restoration, sneezing, flu, cold, spanish flu, tuberculosis
- A liver is required for tissue hydration, plasma fixation, parasitic
infection
- Ears are required for deafness, sensory restoration
- A heart is required for toxolysis, heart failure
- Eyes are required for sensory restoration, hyphema
- A tongue is required for voice change, parrot possession, pierrot
throat
- Wizarditis no longer requires a head (wtf?) to function

## Why It's Good For The Game

Robotic organs should behave as intended. Not naturally healing (like
organic organs) was supposed to be their downside to counteract their
their ability to not decay upon death.

## Changelog

🆑
fix: Fix robotic organs to not gain health passively, from revival,
smart organ fridge, pluxium, occuline, and earmuffs.
add: Some diseases now require the appropriate internal organ to work. A
robotic organ will give immunity to the disease symptom unless the
disease has "Inorganic Biology".
add: Disease transmission methods now require an internal organ to be
successful. Robotic organs give immunity. (except inorganic biology)
Airborne disease transmission require lungs. Ingested (drunk or eaten)
disease transmission requires a stomach. Blood (inject or patch) disease
transmission requires a heart.
add: Organs removed from a mob that is afflicted with a disease will be
infectious while handling or transplanting it. (again, robotic organs
are immune unless inorganic biology is present) Certain admin spawned or
special diseases are exempt from this transmission method.
add: A stomach is required for nebula nausea, gastritium, carpellosis,
metabolic boost, vomit, weight loss, death sandwich poisoning
add: Lungs are required for choking, asphyxiation, cough, cold9, oxygen
restoration, sneezing, flu, cold, spanish flu, tuberculosis
add: A liver is required for tissue hydration, plasma fixation,
parasitic infection
add: Ears are required for deafness, sensory restoration
add: A heart is required for toxolysis, heart failure
add: Eyes are required for sensory restoration, hyphema
add: A tongue is required for voice change, pierrot throat
bal: Remove head requirement for wizarditis disease
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Modular parts

* Printing time

* Hah typos

* I cant spell

* Golden Shower feedback

* Posi-Time

* Update modular_skyrat/modules/synths/code/bodyparts/brain.dm

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-08-04 15:07:07 -04:00
SkyratBot
b9f559776e [MIRROR] Replaces Upgraded Cybernetic Ears with two new variants [MDB IGNORE] (#22854)
* Replaces Upgraded Cybernetic Ears with two new variants  (#75931)

## About The Pull Request
Adjusts the placement of basic and upgraded cybernetic ears in the
research tree and adds two new variants: Whisper-sensitive Cybernetic
Ears, which make it slightly easier to hear whispers from a tile away,
at the cost of higher vulnerability to flashbangs and other loud noises;
and Wall-penetrating Cybernetic Ears, which allow you to 'hear through
walls' so to speak, also at the cost of higher vulnerability to loud
noises.

Basic cybernetic ears are now in basic medical tech node, meaning that
medbay can print them roundstart the same as other basic cybernetics.
The upgraded cybernetic ears are now unlocked with the other tier 2
cybernetics. The two new ear variants are unlocked with the other tier 3
cybernetic organs, and the luminiscent and welding shield eyes have also
been moved there from the cybernetic implants node for consistency
reasons.

The whisper ears allow you to clearly hear whispers from up to seven
tiles away, the same range where you can hear normal speech. The
wall-penetrating ears allow you to hear normal speech within seven tiles
even through walls. Due to technical limitations, runechat popups do not
show up for people you can't see, but the messages will still show up in
chat.
## Why It's Good For The Game
Currently, upgraded cybernetic ears are very underwhelming compared to
other high-tier cybernetic organs. All other high tier organs provide
some sort of benefit; even if the benefit is minor like a built-in
flashlight, a slightly higher tolerance to alcohol and toxins, or higher
tolerance to disgusting food. This change is intended to grant similarly
minor but useful benefits to the cybernetic ears.
## Changelog
🆑
add: Added whisper-sensitive cybernetic ears, which make it much easier
for the user to hear whispers at the cost of being more vulnerable to
loud noises
add: Added wall-penetrating cybernetic ears, which allow you to hear
speech through walls
balance: Basic cybernetic ears and upgraded cybernetic ears are now
unlocked with the other basic/normal cybernetics
balance: The welding shield and luminiscent cybernetic eyes are now
unlocked with the other upgraded cybernetics
/🆑

* Replaces Upgraded Cybernetic Ears with two new variants

* Modular adjustments

* Linters

* Linters

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-03 06:51:26 -04:00
Pinta
346088d6d4 [MOSTLY MODULAR] NIFSoft HUDs (#22063)
* start

* Update huds.dm

* a

* Update huds.dm

* retrofitter item

* research

* Update misc_devices.dm

* Apply suggestions from code review

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update huds.dm

* Apply suggestions from code review

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update huds.dm

* l o r e

* element

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update misc_devices.dm

* Update nif_research.dm

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-08-01 16:58:40 -04:00
SkyratBot
60df7291ce [MIRROR] [READY] Fishing and aquarium expansion. [MDB IGNORE] (#22731)
* [READY] Fishing and aquarium expansion.

* Update general.dm

* Update production_skill.dm

* Merge conflict

* Merge branch 'upstream-merge-76531' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-76531

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 18:41:43 -04:00
SkyratBot
38dc811b6b [MIRROR] NEW STATION TRAIT: Radioactive Nebula [MDB IGNORE] (#22614)
* NEW STATION TRAIT: Radioactive Nebula

* Update job_boxes.dm

* Increase the intensity increment time so that shields will last longer

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-24 02:07:40 -04:00
SkyratBot
9ca698b679 [MIRROR] Adds circuit for bank machine. [MDB IGNORE] (#22583)
* Adds circuit for bank machine.

* Update code/modules/research/techweb/all_nodes.dm

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-07-19 15:26:09 -04:00
Hatterhat
76d520723c [MISSED MIRROR] Generic Crew-Available Status Readout Module - Continued (#22277)
* self mirror real

* trimmed fat

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-12 06:27:30 +00:00
SkyratBot
381549f2f7 [MIRROR] service borg cookin fixin update [MDB IGNORE] (#22325)
* service borg cookin fixin update (#76590)

## About The Pull Request
PR done for bounty:
https://tgstation13.org/phpBB/viewtopic.php?f=5&t=33988
borgs can now turn on stoves and griddles
borg click code has been reworked a bit to be closer to base mob, you
are now able to click on stuff within reach rather than just Adjacent
(might be buggy to introduce this? hopefully not. if anything we can
testmerge this), which lets us make the apparatus work to pick up stoves
on the range and such
Adds the Codex Cibus Mechanicus as an upgrade you can research in RnD
with the other service borg ones. When you use it it shows you the
cooking menu!

![image](https://github.com/tgstation/tgstation/assets/23585223/5f881387-e0ba-4bb8-a9d6-ddc9d8fa9272)

## Why It's Good For The Game
The service borg has the tools to prepare ingredients, but it can't
actually do anything with them, which severely limits it, only being
able to do slapcrafted foods.
The apparatus not working on items that are on top of stoves/griddles
seems to be just a bug with how cyborg click code is handled.

## Changelog
🆑 Fikou
fix: service borg apparatus now works on stoves and griddles and ovens
qol: borgs can now activate stoves and griddles
add: rnd can research a cookbook for service borgs
/🆑

* service borg cookin fixin update

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-07-09 11:16:10 -07:00
SkyratBot
02e36ec18e [MIRROR] Expanding the Experimental MODsuit Bepis Node with three new modules. [MDB IGNORE] (#21851)
* Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)

## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.

This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.

To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.

## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.

Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.

## Changelog

🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑

* Expanding the Experimental MODsuit Bepis Node with three new modules.

* update modular, I hate this file btw

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-07-01 14:21:47 -04:00