Commit Graph

633 Commits

Author SHA1 Message Date
SkyratBot
3e0e7c9d30 [MIRROR] Fixes vendors displaying wrong amounts and wrong options for color customization availability [MDB IGNORE] (#25921)
* Fixes vendors displaying wrong amounts and wrong options for color customization availability (#80663)

* Fixes vendors displaying wrong amounts and wrong options for color customization availability

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-12-31 00:52:40 +00:00
SkyratBot
0d118af802 [MIRROR] Adds a brown variant of the Detective's Noir Suit [MDB IGNORE] (#25858)
* Adds a brown variant of the Detective's Noir Suit (#80451)

* Adds a brown variant of the Detective's Noir Suit

---------

Co-authored-by: ReinaCoder <83892995+ReinaCoder@users.noreply.github.com>
2023-12-25 21:53:41 -05:00
SkyratBot
9a3fb5c5c1 [MIRROR] FOV is Dead (Long Live FOV) [MDB IGNORE] (#25600)
* FOV is Dead (Long Live FOV)

* Update _megafauna.dm

* Update _vehicle.dm

* FOV Hotfix: Actually offsets gameplane render relays

* removes redundant visual_shadow

* removes GAME_PLANE_UPPER references

* Update mob_movement.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-23 17:47:07 +00:00
SkyratBot
30b943f744 [MIRROR] Fixes duplicating space beer [MDB IGNORE] (#25796)
* Fixes duplicating space beer (#80500)

## About The Pull Request

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/25760
Fixes https://github.com/tgstation/tgstation/issues/80271

I don't know if it was a result of the react port or not (likely it
was), but unexpected behavior occurs when multiple objects are mapped to
the same key.

In this case, there were two items named 'Space Beer', so in order to
have unique keys I've changed it so that they're keyed to the path
instead of the name.

Shown below, the two types of beer:

![b2SS6BiIf4](https://github.com/tgstation/tgstation/assets/13398309/914748a2-552d-4bcb-a3cc-3fd27e0ef4ba)

<details><summary>Beer duplicating when switching tabs</summary>

![Kvm7Y0cEM8](https://github.com/tgstation/tgstation/assets/13398309/0f8ffd49-b954-411c-acd3-17b7e34f024c)
</details>

<details><summary>No more of that</summary>

![8HRol9ywN9](https://github.com/tgstation/tgstation/assets/13398309/94111610-8f5c-482d-9f95-404ffe5ee565)

</details>

edit: also fixes a bug where buying an item with the same name as
another would decrement the stock of both items.

<details><summary>Fixed (see space beer)</summary>

![Ukkrr7ekNv](https://github.com/tgstation/tgstation/assets/13398309/d2ffa348-5696-4e73-8584-c4399608c635)

</details>

## Why It's Good For The Game

Fixes a bug

## Changelog

🆑
fix: the boozeomat ui will stop duplicating space beer bottles
refactor: refactored vending machine backend to have unique keys for
their data structures. should fix bugs related to items that happen to
have the same name.
/🆑

* Fixes duplicating space beer

* Fixing this mistake from a previous pr

* Update lustwish.dm

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-23 14:23:32 +00:00
SkyratBot
4a395c5751 [MIRROR] Adds hazard vests, orange hard hats, and pocket protectors to the Cargodrobe [MDB IGNORE] (#25715)
* Adds hazard vests, orange hard hats, and pocket protectors to the Cargodrobe (#80404)

## About The Pull Request
Adds orange hardhats, hazard vests, and pocket protectors to the cargo
drobe. It follows the current cargo supply vendor's stock (which means
there are three hard hats, three hazard vests, and three pocket
protectors)

## Why It's Good For The Game
I always thought it'd make sense for cargo to have these things as
pseudo-dockworkers and mailmen. Plus, it allows for a bit of uniform
customization that doesn't stray from the overall 'theme' of the
department, similar to how medical has several outfit combinations and
accessory options in their clothes vendor that still fit the medical
department theme.

Hazard vests: I thought it'd make sense for cargo workers to be able to
wear high visibility vests since you have freight moving around and
cargo shuttles docking and undocking throughout the shift.

(Orange) Hard Hats: additional safety that goes nicely with the hazard
vests.

Pocket Protectors: Cargo has a lot of pens and papers, as well as paper
cutters, in its delivery office.

## Photo examples:

Cargo Tech (Default uniform)

![vest6](https://github.com/tgstation/tgstation/assets/45489195/1077d3c5-e04a-44e0-91e4-51caade99418)

Cargo Tech (Shorts)

![vest5](https://github.com/tgstation/tgstation/assets/45489195/8cd0d8f9-2af0-4ad4-b4dc-152739694ca6)

## Changelog

Adds orange hardhats, hazard (high-vis) vests, and pocket protectors to
the cargo drobe

🆑
add: Added orange hardhats, hazard vests, and pocket protectors to the
cargo drobe
/🆑

* Adds hazard vests, orange hard hats, and pocket protectors to the Cargodrobe

---------

Co-authored-by: RedBaronFlyer <45489195+RedBaronFlyer@users.noreply.github.com>
2023-12-18 13:03:32 -06:00
SkyratBot
9cd23d42fb [MIRROR] Adds Security Jacket [MDB IGNORE] (#25680)
* Adds Security Jacket (#80297)

## About The Pull Request
Adds a new Security clothing piece: Security High-Vis Jacket (taken from
my #80278). The high-vis lines are emissive in darkness like the hazard
vest.
![Security Jacket
(light)](https://github.com/tgstation/tgstation/assets/42353186/e94cfb46-a26a-4e9f-9577-db75f3069690)
![Security Jacket
side](https://github.com/tgstation/tgstation/assets/42353186/2fa4c1d5-5b11-4e40-a0c0-c14fcff3c409)

You can buy it at the Security wardrobe vendor. It offers worse
protection than body armour in exchange for covering arms.
## Why It's Good For The Game
More Security drip. Those are supposed to resemble real high-vis jackets
that Police Officers wear irl.
## Changelog
🆑
image: New Security clothing: Security High-Vis jacket!
/🆑

* Adds Security Jacket

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
2023-12-17 10:32:08 -05:00
SkyratBot
b15b16976a [MIRROR] Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom [MDB IGNORE] (#25516)
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`

* Patches up merge skew (#80197)

## About The Pull Request

Yeah #79968 (1e76fd70b4) was not
compatible with master but no one said anything on the PR so i got
jebaited into merging it. The code should be up to the same standards
per the documentation I read (preventing thwacking the target in certain
situations while not returning anything in other situations)

master will definitely compile now though

* Patches up merge skew

* Merge conflicts

* Modular adjustments

* Removes this entirely duplicated proc...

* Update tool_override.dm

* Update weldingtool.dm

* Update tool_override.dm

* Update tool_override.dm

* Nope. Copy paste begone.

A skyrat edit is so much easier to deal with here

* Update brand_intelligence.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-09 08:22:19 -05:00
SkyratBot
41ea46d5f2 [MIRROR] Scopes NODECONSTRUCT_1 from flags_1 to obj_flags [MDB IGNORE] (#25496)
* Scopes `NODECONSTRUCT_1` from `flags_1` to `obj_flags`

* Update bitfields.dm

* Modular

* Update rack.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-08 23:24:46 -05:00
SkyratBot
fc530572f6 [MIRROR] Removes an exploit that can farm Russian revolver moodlets, adds Russian revolvers to the contraband section of games vendors [MDB IGNORE] (#25493)
* Removes an exploit that can farm Russian revolver moodlets, adds Russian revolvers to the contraband section of games vendors (#80159)

## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/80158 by making
curses block you from playing Russian roulette regardless of whether or
not there's a live bullet in your Russian revolver's chamber.

A Russian revolver has been added to the contraband section of each Good
Clean Fun vendor.

## Why It's Good For The Game

The bug is incredibly funny, but ~~I want GBP~~ probably should be
fixed.

There's no actual way to get (more) Russian revolvers outside of the
mapstart ones, and that can be a bit stifling to gimmicks that involve
them. And Russian roulette IS a game.

Like the roundstart ones, you could unload these vendor revolvers for
.357 bullets, but you can already just print .357 bullets from a hacked
autolathe directly, so I don't think that's an issue.

## Changelog

🆑 ATHATH
fix: Spacemen can no longer use curses to cheat at Russian roulette by
selectively blocking attempts to shoot themselves.
add: A Russian revolver has been added to the contraband section of each
Good Clean Fun vendor.
/🆑

---------

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

* Removes an exploit that can farm Russian revolver moodlets, adds Russian revolvers to the contraband section of games vendors

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-12-08 05:11:12 -05:00
SkyratBot
606ed4cce7 [MIRROR] adds a propeller hat, rainbow bowtie, and a swirl lollipop [MDB IGNORE] (#25448)
* adds a propeller hat, rainbow bowtie, and a swirl lollipop (#80034)

## About The Pull Request
Says it on the tin, adds a propeller hat and large rainbow bowtie which
can both be bought from the costume vendor. It also adds a comically
large swirl lollipop which can be bought from the premium section of the
snack vendors.

Propeller hats makes you happy by giving you a small positive moodlet
because they fill you with whimsical joy.

spinning propeller hat and bowtie showcase

https://github.com/tgstation/tgstation/assets/58376695/5617026e-6e43-4505-9911-b9ca1325e0f1

![image](https://github.com/tgstation/tgstation/assets/58376695/17030730-01ad-4b4e-894a-051d43a70f29)

comically large lollipop

![image](https://github.com/tgstation/tgstation/assets/58376695/6d235971-5323-47b2-8cf8-0015fbc8509b)
## Why It's Good For The Game
All of these things are iconic, funny, and I don't know why we don't
already have them.

![striders](https://github.com/tgstation/tgstation/assets/58376695/185ad63b-8221-4050-9897-9df8cde5d1fd)
## Changelog
🆑
add: adds propeller hats, rainbow bowties, and swirl lollipops
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* adds a propeller hat, rainbow bowtie, and a swirl lollipop

---------

Co-authored-by: die_amond <58376695+dieamond13@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2023-12-05 18:20:16 -05:00
SkyratBot
9fc4311d96 [MIRROR] gives sectech restockers a name [MDB IGNORE] (#25415)
* gives sectech restockers a name (#80098)

## About The Pull Request
uh. title? gives sectech restock units a `machine_name` so they actually
tell you what they restock

## Why It's Good For The Game
sectech restockers are no longer just named "generic restocking units"

## Changelog

🆑
fix: SecTech restocking units are now actually named SecTech restocking
units, and not Generic restocking units.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>

* gives sectech restockers a name

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
2023-12-03 18:30:19 -05:00
SkyratBot
2c8f0151a4 [MIRROR] Adds INTJ skillchip [MDB IGNORE] (#25223)
* Adds INTJ skillchip (#79902)

## About The Pull Request

Adds a new skillchip, it lets you taste food by examining it.

![image](https://github.com/tgstation/tgstation/assets/7483112/666ab42e-2918-43e5-835c-99c71a552325)
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>

![intj](https://github.com/tgstation/tgstation/assets/7483112/58de56aa-b4bc-48fc-8c22-fa9c7a74314b)

</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>
2023-11-23 19:02:29 -05:00
SkyratBot
b0a9ec864c [MIRROR] [READY] The Tackleling: Unarmed bonuses and features contribute to tackle success and failure, significant outcome overhaul, among other things [MDB IGNORE] (#25191)
* [READY] The Tackleling: Unarmed bonuses and features contribute to tackle success and failure, significant outcome overhaul, among other things

* Update tackle.dm

* Update living.dm

* Update tackle.dm

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-22 19:13:26 +00:00
SkyratBot
b5b7463a53 [MIRROR] New botany plant - Lanternfruit [MDB IGNORE] (#24659)
* New botany plant - Lanternfruit (#79204)

## About The Pull Request

So I noticed the code references an Ethereal plant called
"Lanternfruit," a sour pear-like fruit used as flavoring for a few foods
and drinks. However, this plant doesn't actually appear in the game,
this pr hopes to remedy this while also bringing some new hybrid
potential to the table for botany.

In essence, the plant contains sugar, liquid electricity, and sulfur;
making it the easiest way to obtain the latter two chems, allowing
botanists to experiment more with potential chemical recipes, and in
theme with the plant itself, make flash powder. The justification for
containing sulfur being that grapefruit gets its signature smell from a
sulfur compound.

The plant can also be fermented into voltaic wine, which has some
gimmick potential for particularly snobby Ethereals.

* New botany plant - Lanternfruit

---------

Co-authored-by: Toastgoats <63932673+Toastgoats@users.noreply.github.com>
2023-10-31 01:35:21 -04:00
SkyratBot
476bdd1ac4 [MIRROR] Light-Eaten objects can no longer emit light after being turned off and then back on [MDB IGNORE] (#24644)
* Light-Eaten objects can no longer emit light after being turned off and then back on (#79240)

## About The Pull Request

#67676 described a bug where PDAs can apparently emit a small amount of
light after being affected by the light eater. As it turns out, the bug
is even worse than that. It doesn't work for just PDAs, it works for
basically any light source that can be turned off and on. Even
flashlights. In the following pictures, a flashlight has been
light-eaten and then turned off and on again:

![fine](https://github.com/tgstation/tgstation/assets/21979502/e880c3a8-4ae9-4b6c-8ee9-27dacdbb23ab)

Observe how the nightmare jaunt is available, as it should be. However,
one step closer to the flashlight:

![not
fine](https://github.com/tgstation/tgstation/assets/21979502/b35014d4-71e8-49cf-b0f6-479cdf2ba3fc)

The nightmare jaunt can no longer be used, because the flashlight is
still emitting light.

This PR just fixes that behavior. Light-eaten objects will now be
totally dark again, even after being power cycled. Closes #67676.
## Why It's Good For The Game

Bugs bad.
## Changelog
🆑
fix: Light-Eaten objects can no longer emit light after being turned off
and then back on.
code: Flashlights now use light_on instead of defining their own
variable. Please report buggy behavior.
/🆑

* Light-Eaten objects can no longer emit light after being turned off and then back on

* updatepaths

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-29 08:19:56 -04:00
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
90f0f07709 [MIRROR] adds boxes of bandages, and bandages to go in them [MDB IGNORE] (#24065)
* 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!

![image](https://github.com/tgstation/tgstation/assets/110322848/bb737393-0e2b-4773-a673-ab784a409bed)
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>
2023-10-02 00:15:05 -07:00
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
1969e8a113 [MIRROR] No Nunsense [MDB IGNORE] (#24045)
* No Nunsense (#78616)

## About The Pull Request

(EDITED: Added the suit to chaplain vendor and edited the suit sprite
slightly, naming it religious habit instead of nun robe.
On the nun modesty scale of 1 being a streetwalker in a veil and 10
being mother superior Inviolata the battleship, the old nun suit was a
10, the new outfit pre-edit a 5, and post edit a 7, plus gender neutral
so opening up for more characters. Overall a worthy tradeoff.)

Adds new Chaplain outfit to Autodrobe & Chaplain vendor

## Why It's Good For The Game

Alternative drip for chaplains (nuns) that looks better on some
character due to
* Slimmer
* More black
* Blacks blue shaded not red so better compliment color for some
accessories / skin colors

Why not replace old nun suit? I like the old one too, but its chonky and
lots of white areas so don't always fit.
Why autodrobe? Bit more options for religious costumes in there doesn't
hurt.

![Nunsense](https://github.com/tgstation/tgstation/assets/110836368/6f0f3846-527d-4f08-bf42-2268db351c16)

![habit](https://github.com/tgstation/tgstation/assets/110836368/e35b03d0-260e-40ea-9e0a-461e2761dcac)
(the lower image is post-edit)

## Changelog
🆑
image: new chaplain outfit
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* No Nunsense

---------

Co-authored-by: NPC1314 <110836368+NPC1314@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-09-30 18:24:23 -04:00
SkyratBot
e08b56167a [MIRROR] Holster upgrade, badassery for everyone [MDB IGNORE] (#24025)
* Holster upgrade, badassery for everyone (#78642)

## About The Pull Request
Holsters now can be attached to _almost_ any clothing in the suit slot
(jackets, hazard vests, etc.)

Holsters now can hold Captain Antique gun and HoS gun (they are designed
to look like handguns, are normal-sized and can be fitted in the
backpack which is more convenient than a holster)

SecTech now has 4 energy holsters (which can only house medium-sized
energy/laser weaponry) in the premium section.
## Why It's Good For The Game
Holsters being possible to attach to the suits makes them more
convenient to use for those who have their belt slot occupied and don't
have armour while still wanting to have a badass holster. It won't be a
storage abuse as it is still more convenient and stealthy to keep guns
in the backpack (holsters can only hold normal-sized guns).

Captain Antique gun and HoS gun were the only normal-sized guns which
were left over from the holsters. Now Captains and HoSs can spin their
cool guns in their hands.

SecTech having holsters (can only house 1 gun) let Security more easier
access to more badass gear if they really want to. It won't change a lot
as they would've kept their gun on the armour anyway (which holster can
be clipped on).
## Changelog
🆑 DrDiasyl aka DrTuxedo
balance: Holsters can now be clipped to any suit, and house Captain
antique gun and HoS gun. You now can buy holsters from the SecTech
premium section.
/🆑

* Holster upgrade, badassery for everyone

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
2023-09-29 22:46:26 +00:00
SkyratBot
9feed22341 [MIRROR] adds doctorly head mirrors [MDB IGNORE] (#23960)
* adds doctorly head mirrors (#78577)

## About The Pull Request

Adds head mirrors, those flip up mirrors doctors wear on their heads

Doctors can purchase them from their clothing vendor

![image](https://github.com/tgstation/tgstation/assets/51863163/1de4df46-9ff6-4396-8bba-d403b0507e79)

Examine-more-ing people while wearing a head mirror lets you investigate
their head organs, revealing tooth pills, tongues, eyes organs, and ear
deafness. Similar to what the flashlight is capable of, but with bonus
ear action.

## Why It's Good For The Game

An alternative headgear for doctors to wear, with some unique
ghetto-treatment flavor (albeit already covered by flashlights, but
that's authentic)

## Changelog

🆑 Melbert
add: Doctors can now get head mirrors from their clothes vendor, to
complete the doctor outfit
/🆑

* adds doctorly head mirrors

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-09-27 18:20:35 -04:00
SkyratBot
9f3be12c19 [MIRROR] [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support [MDB IGNORE] (#23601)
* [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support

* Wound refactor two compatability (#23618)

* Delam emergency procedure moth (#23483)

* safety moff

* delta/whitespace/examine

* icebox

* moff poster

* moff poster

* Update DelamProcedure.tsx

* Update scram.dm

* sound plays during warning

* remove nightshift, theres already a global proc

* scrubber hint

* missed that define

* Apply suggestions from code review

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* covered by ui_interact

* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Automatic changelog for PR #23483 [ci skip]

* Automatic changelog compile [ci skip]

* [non modular] disables TG "hold up" for the foreseeable future (#23607)

Update gun.dm

* Automatic changelog for PR #23607 [ci skip]

* [MIRROR] Desouls Hivelord [MDB IGNORE] (#23609)

* Desouls Hivelord (#78213)

## About The Pull Request

![dreammaker_RJz4brjobM](https://github.com/tgstation/tgstation/assets/7483112/e5e4a3e9-ea6b-47f9-887c-3339d24d3fa8)

Replaces the sprite of the hivelord with a new one, in my continuing
quest to annihilate the old asteroid mob sprites.
A (never completed) asteroid mob resprite was actually my first PR, this
one is my 200th.
I am also planning on fucking with basic mob versions of these mobs some
time but the sprites can be atomised out.

In addition to replacing the old-ass MSPaint sprites, this PR also adds
a short death animation effect to the hivelord brood (from hivelords or
legions) which looks nicer than them just vanishing instantly upon
death.

Look at this video for an example of the animation:
https://www.youtube.com/watch?v=cKaskN5-y2A

## Why It's Good For The Game

Looks nicer.

## Changelog

🆑
image: Hivelords have a new sprite.
image: Hivelord and Legion brood have a death animation.
/🆑

* Desouls Hivelord

---------

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

* Automatic changelog for PR #23609 [ci skip]

* [MIRROR] Updates chem factory tank sprites [MDB IGNORE] (#23608)

* Updates chem factory tank sprites (#78209)

Updates chem factory tank sprites.

* Updates chem factory tank sprites

---------

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>

* [MIRROR] Rice Dough can be made in a beaker [MDB IGNORE] (#23611)

* Rice Dough can be made in a beaker (#78062)

## About The Pull Request

Rice dough can be made in a beaker using 20u of Rice Flour and 10u of
Water. 10u of Rice Flour is made from 5u of Rice and 5u of Flour. Rice
dough can still be crafted manually using the crafting menu and the
original recipe.
## Why It's Good For The Game

Cooks can sometimes get swamped with work, especially on a high-pop
shift or when there are no botanists. By making rice dough more
convenient to make, cooks don't need to spend as much time in the
crafting menu.
Rice Flour is made from mixing equal parts Rice and Flour. Since no
recipe other than Rice dough uses both Rice and Flour in it's Recipe, it
should be fine to turn those regents into the intermediate reagent "Rice
Flour".
Fixes #77966
## Changelog
🆑
qol: Rice Dough may be made in beaker instead of being crafted, but the
rice and flour must be added first
/🆑

* Rice Dough can be made in a beaker

---------

Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>

* Automatic changelog for PR #23608 [ci skip]

* Automatic changelog for PR #23611 [ci skip]

* f

* awda

* unused type!!!

* Apply suggestions from code review

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

* oh hey unused defines! bye

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
2023-09-16 11:24:49 -04:00
SkyratBot
b6f328edd4 [MIRROR] Fixes returning items to vending machines [MDB IGNORE] (#23706)
* Fixes returning items to vending machines (#78289)

## About The Pull Request
- Fixes #77719
- Fixes #68848

The problem was items that are subtypes of other items creates problems
for e.g. the medical winter coat & the paramedic winter coats

Type path for medical winter coat
![Screenshot
(295)](https://github.com/tgstation/tgstation/assets/110812394/87661390-b9ae-4c89-9284-832017151af9)

Type path for paramedic winter coat
![Screenshot
(296)](https://github.com/tgstation/tgstation/assets/110812394/c9fb3bf7-27c2-44b3-b5ff-3d814c7d3391)

The problem? paramedic winter coat is a subtype of
`/obj/item/clothing/suit/hooded/wintercoat/medical` but medical winter
coat type is `/obj/item/clothing/suit/hooded/wintercoat/medical` so when
returning these subtypes back to the vendor the `ispath()` check

7c0064c04c/code/modules/vending/_vending.dm (L1041)
Gets confused and it ends up returning the paramedic winter coat to the
medical wintercoat section cause it thought it was a subtype. The
solution is check if the returned products typepath absolutly matches
the products category typepath and not do a relative check.

The same problem applied to foods bought from a food vending machine.
Also removed the unused var `input_display_header` cause it did nothing.

- Fixes #76314

You now cannot return items to a vending machine if it has items in it's
contents so no returning vending trays with food on them or duffle bags
with items inside it or whatever.

## Changelog
🆑
fix: returning items to vendors works correctly
fix: you can't return items that has stuff in it for e.g. a serving tray
with food in it
/🆑

* Fixes returning items to vending machines

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-09-15 11:27:58 -04:00
SkyratBot
16a9fb61cc [MIRROR] Worn Shirt Resprite (& GAGS Enhancement) [MDB IGNORE] (#23542)
* Worn Shirt Resprite (& GAGS Enhancement) (#78014)

## About The Pull Request
Hi! Sheets gave me some new sprites for the worn shirt, the Ian shirt,
and the gamer shirt you can find on MetaStation. These come in three
variants.

![image](https://github.com/tgstation/tgstation/assets/12636964/0111d5a5-5c78-4f59-912b-05184e9e06df)
Clean, worn out, and messy, for varying degrees of 'washedness.'

![image](https://github.com/tgstation/tgstation/assets/12636964/d083bd00-e272-467f-8c95-60f7f0168b64)
As seen here on these mobs.

They are now also GAGS grayscaled, which means

![image](https://github.com/tgstation/tgstation/assets/12636964/d099a459-a6cd-47d3-b5eb-915b7c5e3501)
they are highly recolorable; and look good to boot.

However, I have also elected to give them a variant for each version; a
'graphics' variant with either Ian, or Phanic the Weasel.

![image](https://github.com/tgstation/tgstation/assets/12636964/6fdb7dd8-9b04-46ab-bfc9-3711685401bd)
The gamer shirt and the Ian shirt retain their unique names and
descriptions, luckily.

Due to the Phanic shirt using an uncolorable third zone, this allows you
to make your very own Phanic OCs, seen here in the full vignette.

![image](https://github.com/tgstation/tgstation/assets/12636964/92d3f8ea-be3d-47d1-9e76-7d98dfa0b629)

## Why It's Good For The Game
Drip drip drip.

## Changelog
🆑 Sheets and Nerev4r
sprite: Complete redo of the worn shirt, Ian shirt, and gamer shirts;
now GAGS-compatible!
/🆑

---------

Co-authored-by: Snakebittenn <12636964+Snakebittenn@ users.noreply.github.com>

* Worn Shirt Resprite (& GAGS Enhancement)

* Modular & loadout

* Update loadout_datum_suit.dm

* This is a dupe

---------

Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com>
Co-authored-by: Snakebittenn <12636964+Snakebittenn@ users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-06 09:23:14 -04:00
SkyratBot
2bcbb36ab9 [MIRROR] [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds [MDB IGNORE] (#23407)
* [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds

* ah fuck it

* test

* edaawdawd

* Revert "edaawdawd"

This reverts commit 47be710fe61a1f4ca79212b29b3e88bf05ec9a3a.

* nothing but sheer hatred

* freaawd

* dzfxg

* Fixing some diffs here while we are at it.

* These are deprecated and should be removed

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: nikothedude <simon.prouty@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-05 13:24:22 -04:00
SkyratBot
2580babcf1 [MIRROR] Atmos overalls take 2 [MDB IGNORE] (#23492)
* Atmos overalls take 2 (#78007)

## About The Pull Request
This is a reinmagining of #72768 as I never was never given a chance and
feedback to polish the sprites or remake it as a suit item as was
suggested before the PR was closed.

This adds Atmos Overalls that ATs will spawn with, the sprite is based
on the GAGS overalls we already have, but I dodged the GAGS system and
made it a standalone item following the AT firesuit palette and design
to fit in.

It can carry the same gear as the wintercoat and the overalls themselves
have fire and acid armor in parity with the firesuit, but that is for
the clothing itself and not the wearer.

This is first and foremost a fashion item, as with how our game manages
fires, being fireproof on your legs and torso won't do anything with
your arms exposed...

![atmos
overall](https://github.com/tgstation/tgstation/assets/55374212/b66fbb21-067e-4f11-8f83-3ee791bee6ea)

<details><summary>This is how ATs looked at spawn before as
reference</summary>
<p>

![before_atmos_overalls](https://github.com/tgstation/tgstation/assets/55374212/6c6abed2-46d4-4bc8-890c-3a5174868be7)

</p>
</details>

## Why It's Good For The Game
The only "fashion" suit atmos have is their wintercoat, if an AT is not
using their "functional" clothing (MOD/Firesuit) they all default to the
wintercoat and look mostly the same and even their functional uniform
makes everyone also look the same as it covers everything (That is
something I like to be clear)

There is also the "issue" that AT and Engies have the same jumpsuit and
wintercoat with small changes, and that their department bags use orange
instead of yellow as a second color, which makes them look weird on ATs
and the CE.

So now we have something that ATs can use to look different from each
other while still keeping their job identity.

And, as I said in my previous PR, I just really want the pumbler job to
look like a plumber, when they are not firefighting at least.
## Changelog
:cl:Guillaume Prata
add: Atmos Tech now have new drip and will spawn with Atmos Overalls to
protect their clothing from gas leaks! (It will actually not protect you
against fire or leaks, but hey! It's the thought that counts!!)
/🆑

* Atmos overalls take 2

* Worn digi sprite refit

---------

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-03 13:04:11 -07:00
SkyratBot
0a5ee4ccd9 [MIRROR] Adjustments to the new Cargo sprites, and updates to a few missed sprites [MDB IGNORE] (#23393)
* Adjustments to the new Cargo sprites, and updates to a few missed sprites

* Modular icon files are upsetting

Updates digi sprites

* Some fixes

* Adds 'vanilla' cargo jumpsuits to loadouts as job restricted

* Screenshot test

* Fixes path

* Update loadout_datum_under.dm

---------

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-31 02:21:09 -04:00
SkyratBot
4d2196c7cc [MIRROR] New Backpack Type: Messenger Bags! [MDB IGNORE] (#23287)
* woo yeah baby

* i find myself of a potent dislike for the antichrist

* she was forced to do data entry

* lmao

* wew

* New Backpack Type: Messenger Bags!

* Update clothing.dm

* Update clothing.dm

---------

Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com>
Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-24 22:47:13 -04:00
SkyratBot
f93eca396b [MIRROR] SPESSMEN 2.0: le cargo resprite (no mining) ((i hate mining)) [MDB IGNORE] (#23280)
* SPESSMEN 2.0: le cargo resprite (no mining) ((i hate mining))

* Update role_tablet_presets.dm

* Revert "Update role_tablet_presets.dm"

This reverts commit ef1373dcd5e101030dcb6147e0c0739a612f74c9.

* Update role_tablet_presets.dm

* Screenshot test file was missed for some reason.

* Add to loadout items

* Digi sprites

* Digi flags

* Update cargo_digi.dmi

* Update cargo_digi.dmi

* Update loadout_datum_suit.dm

---------

Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-23 23:19:35 -04:00
SkyratBot
76c6da4d0c [MIRROR] Adds green jester shoes for the green jester outfit. [MDB IGNORE] (#23243)
* Adds green jester shoes for the green jester outfit. (#77721)

## About The Pull Request

I went back and did a few fixes for GBP to do this.
This adds a set of green jester shoes to the game and to the autodrobe,
since for some reason, while we HAVE jester shoes in the game, it's only
for the alternative set of yellow jester clothes. These shoes don't
waddle but they do jingle a bit.
## Why It's Good For The Game

There are 0 good shoes that go with the green jester outfit since it's
lacking an entire third of the costume for some inconceivable reason.
Here are some shoes that go with it and jingle.
## Changelog
🆑
add: Adds green jester shoes that jingle to the autodrobe!
/🆑

---------

Co-authored-by: oilysnake <63020759+oilysnake@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Adds green jester shoes for the green jester outfit.

---------

Co-authored-by: DeerJesus <willgiscool@gmail.com>
Co-authored-by: oilysnake <63020759+oilysnake@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-08-21 14:11:29 -04:00
SkyratBot
f98c727416 [MIRROR] Fixes an invalid bartender suit spawn [MDB IGNORE] (#23146)
* Fixes an invalid bartender suit spawn (#77662)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/77558 removed the bartender
outfit but there was still one instance of the path left over, leading
to an invalid icon state bartender suit spawning in a locker.

![dreamseeker_mc0gjQkreo](https://github.com/tgstation/tgstation/assets/13398309/863f77ce-2cf2-463d-b552-2ac632b49624)

![image](https://github.com/tgstation/tgstation/assets/13398309/43aeb546-c3e1-44bb-8cb6-13b680a4aca4)

This gets rid of that. The bartender outfit has been replaced with the
greyscale buttondown suit with slacks now.

Also repaths `/obj/item/clothing/under/rank/civilian/bartender/purple`
to `/obj/item/clothing/under/rank/civilian/purple_bartender` to avoid
having a defunct basetype for this same reason.

## Why It's Good For The Game

Fixes an oversight

## Changelog

🆑
fix: formal closet will no longer spawn with two 'error' icon suits
inside of it
/🆑

* Fixes an invalid bartender suit spawn

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-17 09:56:05 -04:00
SkyratBot
51d62e685e [MIRROR] More Suits resprites (Bonus: Chef/Bartender updates!) [MDB IGNORE] (#23088)
* More Suits resprites (Bonus: Chef/Bartender updates!) (#77558)

## About The Pull Request
Finally, my ultimate goal:
All Lawyer suits are now under suits.dmi. Having some suits in suits.dmi
and some in civilian.dmi was just really really weird and confusing.

Also updated some more Service stuff, specifically the Chef and
Bartender. Their uniform is the generic Service Buttondown, and their
other gear has been updated. The Bartender, notably, now has a new item,
the bowtie!

Full changelog:
- Adds Bowtie (and yes, it's in relevant vendors)
- Adds a greyscale Formal Jacket (the lawyer jackets but greyscaled)
- Removes `/obj/item/clothing/under/rank/civilian/chef` and
`/obj/item/clothing/under/rank/civilian/bartender`; replaces them with
`/obj/item/clothing/under/costume/buttondown/slacks/service`
- **Moves all Lawyer suit sprites to the suits.dmi**
- Converted `/obj/item/clothing/under/rank/civilian/lawyer/bluesuit` to
use the same GAGS configs as the buttondown (path unchanged)
- Resprited all Lawyer suits (except galaxy ones)
- Resprited the Lawyer jackets to match (including a currently unused
GAGS-palette one)
- Resprited the Chef Apron-Jacket and Hat
- Resprited the Botanist Overalls (and made them Greyscale)
- Updated the shirt on the Cook Jorts to be more up-to-date instead of
being new pants on a super crusty old shirt sprite.
- Puts stuff into vendors

## Why It's Good For The Game
Sprote updates yahoo!

Chef/Bartender showed their age, and essentially had the same uniform.
Now they look much more at home.

![image](https://github.com/tgstation/tgstation/assets/76465278/c4c317c3-e62a-41d3-87fe-bb38c2a46552)
GAGS Suit jacket yippee!

![image](https://github.com/tgstation/tgstation/assets/76465278/a1eaf9a9-58c9-44ef-b967-fdc62311afbd)
This jacket was put into to the Bartender's vendor for the sake of
allowing them their own gimmicks, such as this:

![image](https://github.com/tgstation/tgstation/assets/76465278/eb42e93b-9442-4cd4-891f-091a74aaccbf)
New greyscale overalls wahooo! Since they're greyscaled they're also in
the clothesmate for anybody who really wants them.

![image](https://github.com/tgstation/tgstation/assets/76465278/c8aea289-d2d9-467d-949a-82563bccb2d3)
The Lawyer suits just used an entirely different type of shading and it
made them stick out weird... I'm not quite sure on reshaping their
jackets but figured it's better to start with this and update them if
requested.

![image](https://github.com/tgstation/tgstation/assets/76465278/9a74c3a3-a2b8-48d6-89f9-77d1e0fdd86a)

As for moving Lawyer suits to suits.dmi... I just don't like them being
split up. It makes it annoying to prevent duplicates or keep them all
updated.
## Changelog
🆑
add: Added the Bowtie! Bartenders start with one on, but they can also
be found in the Bardrobe, Autodrobe, and Clothesmate. No need to tie it
either, it's just a clip-on.
add: Added a Greyscale "Formal Jacket" of the style that most suits use,
for crew who want to make their own using the buttondown shirt.
del: Removed the generic Cook/Bartender uniforms and changed them to use
the Service buttondown w/ slacks.
image: updated the majority of Lawyer suit sprites, along with the
Cook's Apron-Jacket and Hat, and updated/greyscaled Botany's Overalls!
Also the Overalls are available in the clothesmate, and the Cook Jorts'
shirt is less crusty.
/🆑

* More Suits resprites (Bonus: Chef/Bartender updates!)

* Modular path changes/removals

* Modular adjustments: removing deleted sprites, creating digi sprites for overalls and purple bartender resprite, removing greyscale overalls

* Fix grayscale configs

* Update misc.dm

* Moves icons to new location

* Update civilian.dm

* I hate all of this so very much.

* Update civilian.dm

* Update loadout_datum_suit.dm

---------

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-16 18:13:39 -04:00
SkyratBot
76cda90cef [MIRROR] Makes labor camp sustenance vendor cost labor points [MDB IGNORE] (#23040)
* Makes labor camp sustenance vendor cost labor points

* Update _vending.dm

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-12 19:42:39 -04:00
SkyratBot
306b828631 [MIRROR] Polishing the greyscale modify menu's lackluster support for non-atom targets. [MDB IGNORE] (#22965)
* Polishing the greyscale modify menu's lackluster support for non-atom targets. (#77322)

## About The Pull Request

So, I've been recently told that Skyrat uses the greyscale modify menu
for loadouts, and the new ui state kinda borked it. I honestly haven't
taken the possibility that the target could be anything but a subtype of
`/atom` (and still work) into account because much of the code assumes
the target is an atom. It's kinda crappy. Also I hadn't noticed we've an
`unlocked` variable, which makes `vv_mode` var superflous, so i'm going
to remove the latter.

* Polishing the greyscale modify menu's lackluster support for non-atom targets.

* I hope I won't have to get back and edit out the ability to modify the alpha on clothes for this

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-08-11 14:42:44 -04:00
Bloop
3782e4b710 [MISSED MIRROR] Martian Food: A Taste of the Red Planet (#75988) (#23013)
Martian Food: A Taste of the Red Planet (#75988)

## About The Pull Request
Adds a selection of new foods and drinks based around Mars.
More information on Mars can be found here:
https://github.com/tgstation/common_core/blob/master/Interesting%20Planets/Human%20Space/The%20Sol%20System.md
To summarise for the general audience, Mars is a vital colony of the
Terran Federation, having been primarily settled (at least originally)
by Cybersun Industries to harvest its lucrative supplies of plasma, the
second largest in human space behind Lavaland. This has given Mars a
diverse culture evolving from the mostly East Asian colonists, and their
food reflects this.

Thanks to Melbert for their work on the soup portion of this PR.

The food:
Martian cuisine draws upon the culinary traditions of East Asia, and
adds in fusion cuisine from the later colonists. Expect classics such as
ramen, curry, noodles and donburi, as well as new takes on the formula
like the Croque-Martienne, Peanut Butter Ice Cream Mochi, and the
Kitzushi- chilli cheese and rice inside a fried tofu casing. Oh, and
lots of pineapple. The Martians love pineapple:

![image](https://github.com/tgstation/tgstation/assets/58124831/c9ae33a1-e03a-4f94-8ce0-8ad124e88e8d)
Also included are some foods for Ethereals, which may or may not be
hinting at something I've got planned...

The drinks:
Four new base drinks make their way to the game, bringing with them a
host of new cocktails: enjoy new ventures in bartending with Coconut
Rum, Shochu/Soju, Yuyake (our favourite legally-distinct melon liqueur),
and Mars' favourite alcoholic beverage, rice beer. Each is available in
the dispenser, as well as bottles in the booze-o-mat:

![image](https://github.com/tgstation/tgstation/assets/58124831/914a6e2a-7ef5-4791-ae31-d08fa9211083)

The recipes:
To make your (and the wiki editors) lives easier, please find below the
recipes for both foods and drinks:
Food: https://hackmd.io/@EOBGames/BkVFU0w9Y
Drinks: https://hackmd.io/@EOBGames/rJ1OhnsJ2
## Why It's Good For The Game
Another lot of variety for the chef and bartender, as well as continuing
the work started with lizard and moth food in getting Common Core into
the game in a tangible and fun way.
## Changelog
🆑 EOBGames, MrMelbert
add: Mars celebrates the 250th anniversary of the Martian Concession
this year, and this has brought Martian cuisine to new heights of
popularity. Find a new selection of Martian foods and drinks available
in your crafting menu today!
/🆑

---------

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-08-11 14:40:49 -04:00
SkyratBot
21006a4e77 [MIRROR] Adds rolling up sleeves to the greyscale buttondown, adds greyscale suitskirt, minor buttondown resprite [MDB IGNORE] (#22952)
* Adds rolling up sleeves to the greyscale buttondown, adds greyscale suitskirt, minor buttondown resprite (#77404)

## About The Pull Request
I noticed some recent PRs were replacing some suits with the buttondown
+ slacks, which isn't a terrible idea, but these changes also removed
the suitskirt variants of these, as well as the buttondown not
supporting rolling up its sleeves
and more subjectively, I _really_ don't like the horizontal line on the
buttondown, makes you look fat, don't like it
so I decided to remedy these issues myself
<details>
<summary> Screenshots </summary>

Service suitskirt

![image](https://github.com/tgstation/tgstation/assets/138069572/ab79295b-7ef3-46db-a24c-4dc20d58cd96)
Rolled up sleeves

![image](https://github.com/tgstation/tgstation/assets/138069572/bc8ea25d-0e72-45cf-afc5-bcd23911ed04)
Rolled up sleeves sidesprite

![image](https://github.com/tgstation/tgstation/assets/138069572/78e85ae5-4f39-4885-a094-9b187b4b7186)
</details>
The skirt itself is a slightly modified version of the skirt from the
greyscale skirtleneck

I had to put it in the shorts_pants_shirts.dmi files for greyscale
config reasons, not sure if everything is named correctly or necessarily
in the right place here
## Why It's Good For The Game
Re-adding the removed suitskirts is more objectively a good thing, the
resprite is more subjective but honestly I was mostly motivated to make
this by my hatred for how the buttondown looked before so lol
I also noticed a minor bug that was implemented when the old black suit
was replaced with a variant of the slacks
## Changelog
🆑
add: Added greyscale suitskirt, available in clothesmates
add: You can now roll up the sleeves of greyscale buttondown shirts
qol: Re-added previously removed black suitskirt and the RD's tan
suitskirt, as pre-colored variants of the above
fix: Fixed only one buttondown with slacks being available in
clothesmates
image: Slightly adjusted greyscale buttondown sprite, you look less fat
now!
/🆑

* Adds rolling up sleeves to the greyscale buttondown, adds greyscale suitskirt, minor buttondown resprite

* Adds the new clothing to loadouts

* Modular icons

* Removing some bloat from a previous pr while we are at it

---------

Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-09 11:56:11 -04:00
SkyratBot
635cfbebf9 [MIRROR] Removes armor bloat from sec lockers [MDB IGNORE] (#22957)
* Removes armor bloat from sec lockers

* Update security.dm

---------

Co-authored-by: Nick <jughu1@hotmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-09 11:13:15 -04:00
SkyratBot
b2a6889563 [MIRROR] resprites all soda cans, adds wellcheers juice [MDB IGNORE] (#22955)
* resprites all soda cans, adds wellcheers juice

* Update code/datums/mood_events/drink_events.dm

---------

Co-authored-by: Lamb <110322848+CoiledLamb@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-08-08 23:22:24 -04:00
SkyratBot
731f83862f [MIRROR] Moves coroner surgery tools to their surgery duffel [MDB IGNORE] (#22922)
* Moves coroner surgery tools to their surgery duffel

* Update backpack.dm

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-08-07 20:04:54 -07:00
SkyratBot
ef71cfb9e2 [MIRROR] Updates all the icons in under/suits.dmi and related sorting/cleanup [MDB IGNORE] (#22819)
* Updates all the icons in under/suits.dmi and related sorting/cleanup (#76865)

Somebody was pointing out how our suits varied WILDLY in quality
Figured I'd go through and tidy them up

* Updates all the icons in under/suits.dmi and related sorting/cleanup

* Rename Amish suit, remove scratch suit (was removed upstream)

* Fixes a rogue path

---------

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-01 09:14:44 -07:00
SkyratBot
d64184b1b3 [MIRROR] Arconomy: Balance Update 2023 [MDB IGNORE] (#22766)
* Arconomy: Balance Update 2023

* Update market_crash.dm

* Update flypeople.dm

* Update market_crash.dm

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-29 21:36:28 -04:00
SkyratBot
0be3cd3a26 [MIRROR] Adds a negative station trait: Vending products shortage. [MDB IGNORE] (#22746)
* Adds a negative station trait: Vending products shortage. (#77125)

## About The Pull Request
Adds in a mean station trait that randomly lowers the availability of
all vending products from vending machines on the station.

## Why It's Good For The Game
Kicking aside the simple concept of "The more the merrier (until it's a
feature creep)" for a moment, vending (re)supplies are scarcely needed
on a generic round basis. The addition of this new trait could lead to
situations where more vending supplies are wanted/ordered once in a
while.

Beside, this is a pretty evil negative trait notwithstanding its
simplicity, unlike many other relatively innocuous ones.

## Changelog

🆑
add: Added a 'Vending products shortage' station trait, that randomly
lowers the availability of all vending products from vending machines on
the station, with a 1/20 chance of the vending machine itself being
tilted.
/🆑

* Adds a negative station trait: Vending products shortage.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-07-28 13:29:57 -04:00
SkyratBot
6aa21d0527 [MIRROR] Refactors vendor tipping and adds 2 new malf modules: Remote vendor tipping, and the ability to roll around and crush anything in your path. [MDB IGNORE] (#22727)
* Refactors vendor tipping and adds 2 new malf modules: Remote vendor tipping, and the ability to roll around and crush anything in your path.

* Update _vending.dm

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 17:29:54 -04:00
SkyratBot
01cefd4ed2 [MIRROR] Fixes AIs being able to untilt vendors remotely [MDB IGNORE] (#22508)
* Fixes AIs being able to untilt vendors remotely (#76819)

## About The Pull Request

Title. Also prevents AIs from making shocked vendors repeatedly do
sparks as failed shock() procs happen on each click.
## Why It's Good For The Game

Bugs... bad?
## Changelog
🆑
fix: The AI can no longer untip vendors remotely/spam sparks from
shocked vendors
/🆑

* Fixes AIs being able to untilt vendors remotely

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
2023-07-16 16:57:46 -04:00
SkyratBot
2f552919c1 [MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two

* Merge conflict resolution

* Modular path hell

* hmm

* Update 2022-10.yml

* Another modular thing

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-16 00:41:18 -04:00
SkyratBot
e264ee3644 [MIRROR] Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts [MDB IGNORE] (#22469)
* Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts

* Update communications.dm

* Modular override

* Some modular adjustments, removes 'emagged' vars in favor of obj_flags

* whoops, mobs don't have obj_flags.

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 16:46:17 -04:00
SkyratBot
fd2c6fb35b [MIRROR] Adds a new heavy weight space pirate variant: The space IRS! [MDB IGNORE] (#22365)
* Adds a new heavy weight space pirate variant: The space IRS!

* Fix merge conflicts, UpdatePaths

* Fixes some path changes

* Updates icon files, adds a new sprite for breacher slug box illustration

* Removes some skyrat edits and puts them in modular overrides instead

---------

Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 03:39:23 -04:00
SkyratBot
02648adcd6 [MIRROR] Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests [MDB IGNORE] (#22348)
* Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests

* Fixing merge conflicts

* don't forget to ctrl+s!

* Another forgotten file

* urgh

* gets rid of vestiges of update_atom_languages()

and mind language holders

* No longer needed

* Fixes some modular grant_language calls

* Deprecated code

* This was up here before..

* Fixes failing unit tests, refactors silverscale lizards language a bit removing the need for skyrat edits

Removes some no longer needed code

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 22:38:45 -04:00
SkyratBot
2c434e7c3b [MIRROR] Adds a few things to drobes [MDB IGNORE] (#22421)
* Adds a few things to drobes (#76757)

## About The Pull Request
Adds latex gloves and medical headsets to the MediDrobe.
Adds pyjamas and white shoes to the ClothesMate.
Adds science backpack, duffel bag and satchel to the RoboDrobe.
## Why It's Good For The Game
It is nice be able to replace your medical headset on Metastation where
there is no lockers with medical headsets in.
More clothes in the ClothesMate allows people to have more fun dressing
up their spaceman in the locker room.
RoboDrobe currently lacks backpacks which is a bit annoying and this PR
fixes that.
## Changelog
🆑
add: Adds latex gloves and medical headsets to the MediDrobe.
add: Adds pyjamas, nightcaps and white shoes to the ClothesMate.
add: Adds science backpack, duffel bag and satchel to the RoboDrobe.
/🆑

* Adds a few things to drobes

---------

Co-authored-by: Archie <72550375+Archimus12@users.noreply.github.com>
2023-07-13 18:24:06 -04:00
SkyratBot
0629bd5128 [MIRROR] Heavily reworks and resprites first aid analyzers. [MDB IGNORE] (#22293)
* Heavily reworks and resprites first aid analyzers.

* Update _bodyparts.dm

Merge pt 1

* Update health_analyzer.dm

Merge pt 2

* Fixing some merge conflicts

* Run UpdatePaths

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-12 12:28:03 +00:00