* Directional Shutters For All Station Maps (#68056)
added directional sprites for window shutters
gave dirs to all shutters and window shutters (except zigzag pattern ones) on icebox, kilo, delta, tram
replaced SM shutters on kilo with radiation shutters
* Directional Shutters For All Station Maps
* map reset
Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* [MDB Ignore] Shifts all (sane) varedited signs to directionals (#68004)
* [MDB Ignore] Shifts all (sane) varedited signs to directionals
Hey there,
So we have these cool new sign directionals now, but we still have all of the old pixel-shifted pre-fabrications lying around. So, I added an UpdatePaths (as well as Updated the Paths) to be a bit better at using directionals, because directionals are pretty neato.
This should update every single var_edit that used the proper 32 pixelshift (some of them used 28, and I'm unable to account for that automatically with current tooling) into a proper subtype. Mappers tend to learn by looking at well established maps, so it's always important to ensure that the well-established maps use the most recent tooling (i.e.: bring them up to the surface) and avoid needless excess lines in maps.
* The Commit With All The Maps
OH GOD OH FUCK
* Renames the UpdatePaths
* [MDB Ignore] Shifts all (sane) varedited signs to directionals
* updates all our maps
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Fixes the beach gateway to have atmos that's breathable (#68012)
Did you know that the base type of the beach turf has different atmos to literally every other tile in that gateway?
* Fixes the beach gateway to have atmos that's breathable
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Greps to check for commonly misplaced structures in closed turfs (#67447)
Adds some checks for structures that are commonly misplaced inside walls. One of the more recent updatepaths also replaced a bunch of posters with windoors in walls so this will help find all those.
I also edited the one that checks for lattices to look for closed turfs, because we really don't want the structures we're looking for to be in any closed turfs anyways.
We don't want to look for all structures like this because things like transit tubes exist.
* Greps to check for commonly misplaced structures in closed turfs
* grep fix
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Fixes statue simplemob teleport not working and 3 other spells not appearing (#67105)
* Fixes statue simplemob not being able to teleport, and their 3 spells they're supposed to have.
* Also repaths statues to netherworld mobs, to reduce copy paste code.
* Fixes statue simplemob teleport not working and 3 other spells not appearing
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* [MDB IGNORE] Replaces var access with helpers on away, ruin, and shuttles (#67370)
What it says on the tin.
I edited for req_access with vsc instead of the map editor for our ruins and away missions. It was much more time-efficient! This means I may have accidentally replaced a window access with an access helper (which will not work). I am going to double check that but want a third set of eyes especially on that for whoever reviews this. Thanks.
* [MDB IGNORE] Replaces var access with helpers on away, ruin, and shuttles
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
* [MDB Ignore] OH GOD OH FUCK OH SHIT OH LORD - SPACE AND RUINS IS BROKEN (#67324)
So, for the last few days on production, Space Ruin generation has refused to work. Why is this? It's because in #67107 (cfc2330528), we repathed `/area/space` to `/area/misc/space` (lol i should have paid attention to that) without updating everything in code to match. I couldn't seem to get `/area/misc/space` to properly work somehow (this could have also been something I was doing wrong), but I worked it back to just making everything vanilla `/area/space` and all of those unwanted behaviors should be squashed out. Let's get the game working again.
* fix
* fix2
Co-authored-by: san7890 <the@san7890.com>
* [MDB IGNORE] The Grand Airlock Naming Audit (#67235)
I manually audited all 4,710 instances of airlocks across all maps for upper casing
You'll never guess what I found.
UPDATE: We now have a grep to check for mistitled airlocks, and it's in this PR!
* [MDB IGNORE] The Grand Airlock Naming Audit
* TG MAP RESET
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
* [MDB IGNORE] More /area/ typepath organization and cleanup
* wew
* e
* Update CentCom_skyrat.dmm
* wew
* ews
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes examination room signs and fixes sign UpdatePath (#67209)
#66754 (8764893593) added an UpdatePath for the pathing changes it brought to signs but forgot to replace a bit when I assume they copypasted from the windoor UpdatePath.
All our exam room signs turned into maintenance signs and our maintenance signs turned into wall windoors one of which was adressed in #67122 (9f5f629656). I lazily tried looking for more wall windoors but didn't find any so this PR focuses mostly on bringing back the exam room signs and fixing the UpdatePath to prevent downstreams from having to deal with more busy work.
* Fixes examination room signs and fixes sign UpdatePath
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more (#66505)
- All tablets who previously had apps in a cartridge now has them built-into their tablet instead. This means it costs space for it.
- Rebalances the sizes of several apps to help them fit on Command tablets (Cargo ordering costed 20!!)
- Removes tablet cartridges, they've been reworked into a regular old portable disk (the same you use for toxins/borgs)
- Removes Signaller (the module required to run the signaller app) from tablets (likely will remove more in the future)
- Refactors the health/chem scanning app to not be as bad
- Dehardcodes detomatix resistance
- Ability to send PDA's to all is now tied to your access rather than a cartridge
- Moves 'eject disk' button to the very top of the UI
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more
* wew
* wew
* ok
* Update nanotrasen_consultant.dm
* Update nanotrasen_consultant.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Disables the tax on off-station lathes (#66566)
Disables the tax from lathes off-station or on-mining-level lathes.
* Disables the tax on off-station lathes
* should be all of it
* heh lmao guess what i forgot
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* [NO GBP] Remove leftover xray injectors that I didn't remove from research station (#66405)
* Remove leftover xray injectors that I didn't remove from research station
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* [Ready] Hilbert Research Facility remap feat. tram (#66082)
* reworks hilbert's hotel ruin
* warooio
* you can now run multiple trams on the same z at the same time, trams are linked by id
* fuck
* sure
* you are a simulacra
* FUG
* dock
* [Ready] Hilbert Research Facility remap feat. tram
* Update mapping_fluff.dm
* Update gordon_freeman.dm
* fixes
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Turbine Rework (#65586)
This PR rework the atmos turbine into a 3x1 multiblock machine.
The calculations are now done by simulating the flow of gases and expansion work that they do inside the turbine (heavily simplified), now a pressure differential between the inlet and outlet will heavily change the output of current that the machine is able to deliver.
The machine will not use stock parts for upgrades, but instead it will use 3 main components that are to be made by hand (except for the first tier that can be printed)
Those are compressor part, rotor part and stator part.
There are 4 tiers to them where the last one will use metallic hydrogen to be made, but will significantly increase the output and resistance of the machine.
-- Docs for the turbine:
A work based engine that “simulates” the flow of gas to calculate the energy produced by the moving gases.
These gases cool down while passing through due to the work done on the turbine blades and the expansion it get inside the machine
The new turbine
The machine will be expanded into a 1x3 multiblock machine that will accomodate 3 parts to it:
An input compressor
An output turbine
A core rotor
There are 3 other main component that are:
The Compressor Blade part
The Rotor Shaft part
The Stator Generator part
These three are the main (and only) upgrade path the machine can follow.
Parts
Input Compressor
It handles the input of gases inside the machine, it contains the Compressor Blade part.
This part moves the gas in, compresses it and increases its temperature by the amount of work the compression of the gas does.
Output Turbine
It handles the output of the gases outside the machine, it contains the Stator Generator part.
The gases moving through will expand 6x the initial volume and cools down before getting expelled.
Core rotor
Main part of the multiblock machine. It contains all the logic for building and processing the turbine.
Can be connected to a computer for control.
Contains the Rotor Shaft part.
Upgrades
The three installable parts can be upgraded with specific sheets to improve their efficiency and resistances. Each tier up will increase the max RPM reachable by the turbine and the max input temperature that the machine can take before starting to be damaged.
Each first tier part can be printed in any Lathe (proto/auto) but it requires hand crafting with different materials to be upgraded.
Compressor Blades can be upgraded with plasteel, titanium and metallic hydrogen.
Rotor Shaft can be upgraded with plasteel, titanium and metallic hydrogen.
Stator Generator can be upgraded with titanium, metallic hydrogen and zaukerite.
-- End docs
Fixes#50667 (Infinite power generation by piping turbine output into its input. This worked because there was no temperature threshold, and the cost of applying pressure via pumps was lower then the power generated -Lemon)
Better turbine in many aspects, preparation for SM rework
* Turbine Rework
* conflicts
* ew
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Replaces var-edited high capacity power cells with normal ones (#65595)
* Replaces var-edited high capacity power cells with normal ones
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Arconomy Adjacent Content: Newscaster Refactor Omega
* Fixed all of the issues that resulted from the repathing
* Fixed our modularized priority_announce.dm
* Deleted newscaster.dm because it was still there due to two comments that weren't overly important
* Fixed merge conflicts for delta
* Fixed a bunch of skyrat maps so they compile :)
* I forgor a few more maps
* Add newscaster_bounty for our newscaster sprite (#12344)
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* finally the first commit
* Update blackmesa.dmm
* minor adjustments
* Gun-related tweaks
Because double-wielding AKs is fucking funny
* Re-adds cantaheim as a hidden weapon
* Marksman rifle balancing
* Shotgun accomodations