* Getting shoved into a closet will now mention that the shover shoved you into the closet instead of yourself. (#67769)
Webedit oh no!
Changed the message the user receives by getting shoved into the closet to mention that the shover shoved them into the closet instead of themselves.
* Getting shoved into a closet will now mention that the shover shoved you into the closet instead of yourself.
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Fat Armsky no longer deletes people by standing on boxes. (#67300)
* Securitrons no longer runtime error and delete a player getting stunned through a cardboard box.
* Fat Armsky no longer deletes people by standing on boxes.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* 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>
* Demotes the Quartermaster from Head to Normal Staffer(because /tg/ is making the QM a head upstream and we want to avoid conflicts)
* whoops
* a
* fug
* fuck
* The Great Species Food Rebalance, Part One: Nutriment, Chemical Recipes, Cargo Orders, Baking Times, Oh My! (#67227)
the great rebalance, part one
A comprehensive rebalance of food, including cooking times, nutriment values, crafting recipes, and cargo orders
* The Great Species Food Rebalance, Part One: Nutriment, Chemical Recipes, Cargo Orders, Baking Times, Oh My!
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
* [NO GBP] Fixes Detectives having access to security gear lockers (#67264)
Detectives having access to gear lockers was unintended when originally put in by #66990f3c92c5b6e. Moving gear locker access to ACCESS_BRIG improves consistency in the goal of that PR.
* [NO GBP] Fixes Detectives having access to security gear lockers
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
* makes minifridges able to hold more stuff (#66922)
Due to mini-fridges being in the pool for spawning instead of crates/lockers, if there's too many things meant to spawn in said fridge, unit tests will fail because it cannot hold it.
To fix this, I simply added more storage capacity.
* Makes minifridges able to hold more stuff
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes the captain's PDA (#66908)
I screwed it up and didn't make the Captain's PDA a subtype of heads, so captain was spawning with the wrong PDA.
* Fixes the captain's PDA
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.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>
* begone, vile palette (redo red scrubs)
* begone, sprite issues! (redo one of the sec-sunglasses)
* begone, unused sprites/items!
* (same as last)
* makes more sense
* no more skirts
* no longer needed
* re-does the security vendor overrides better
* adds old alts of sec gear (for admims/mappers)
* emissives fun!!
* secmed gives me aneurisms
* digi-tize
* commits the cardinal sin
* also fix some palettes while im here
* these are broken anyways
* oops
* Revert "these are broken anyways"
This reverts commit 4941f14b3141e7e78cae1a88908d40a597c3af9d.
* missing icons + reskin fix + adjust fix + blue cap variant
* reskin woes
* i hate medic
* begone, redsec
* iconsss
* Apply suggestions from code review that I did so I can see my changes better
* icon fixes
* removes redundant HoS Formal Suits
* i hate maps
* sec medic kiiinda better
* fix eror
* tgu===
* conflict fix 2
* woo woo woo fix3
* what a silly funny little typo
* red to redsec, easy to search
* fuck you CDO
* i need to stop trying to sprite
* goodbye redsec vendors!!
* one spray of red-away
* bye red! (sprites nyi so not bye yet)
* conflict fix
* few more redsec killings
* what do i even say about this its literally peter griffin
* bye red bye red bye red
* Apply suggestions from code review
* repair icons
* Apply suggestions from code review
* i forgor
* Medical Revamp: Resprites and Jumpsuit/Under Changes (#65236)
New sprites for the CMO's turtleneck/skirtleneck, paramedic jumpsuit/jumpskirt, virologist jumpsuit/jumpskirt, and chemist jumpsuit/jumpskirt
* Medical Revamp: Resprites and Jumpsuit/Under Changes
* fix
Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* Wrench interactions with closets migrated to wrench_act_secondary (#64724)
Backend cleanup of the code involving anchoring and unanchoring lockers.
Moved feedback to balloon alerts as well.
* Wrench interactions with closets migrated to wrench_act_secondary
Co-authored-by: Cameron! <cameronwoof@live.com>
* Fixing a number of issues with burial mounds and abandoned crates. (#64482)
Ok, I'm fixing a few issues with certain crates, namely the abandoned one and the burial mound:
An oversight with the skittish trait letting players dive into burial mounds, which are technically a subtype of crates.
A runtime that made abandoned crates not update their lock lights when unlocked (the togglelock call was missing the user arg). This one was my fault.
An oversight with abandoned crates not resetting the number of attempts left and not nulling the last attempted code when re-locked. Idem.
Burial mounds somehow getting lock lights overlays.
Also i'm taking this opportunity to make the closets unit test not early return at the first encountered failure (at the time I made it I didn't know TEST_ASSERT & co would early return on failure) since we want this unit test to finish looping through all non-blacklisted closets.
* Fixing a number of issues with burial mounds and abandoned crates.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Bluespace bodybags with dwarves can be folded and put into backpack (#64421)
* People with dwarfism fit into backpack (when folded inside bluespace body bag)
Co-authored-by: antropod <antropod@gmail.com>
* Fixes some mapping errors not using the mapping error log. (#64114)
Should help prevent #64066 from reoccurring.
* Fixes some mapping errors not using the mapping error log.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Adds medical department medals (updated sprites) (#64076)
* initial sprites and code work
* Update accessories.dmi
* changed color to blue and made worn sprites smaller, testing
* updated sprites, made them much smaller and color scheme is fixed
* Adds medical department medals (updated sprites)
Co-authored-by: RaidenKoizuma <80659327+RaidenKoizuma@users.noreply.github.com>