* Fixes the supply console not inheriting contraband and emag status from its circuit (#54177)
Added an abstract proc for circuits intended to be used to allow a circuit to configure a machine.
Overrode this proc for supply console boards (behaviour inherited by express boards)
Call this proc in supply console on_construction (behaviour inherited by express supply consoles)
Allows all supply consoles to inherit their circuit's emag and contraband status.
Doesn't look like any other circuits use this sort of functionality, but if they do I'll fix 'em up too.
* Fixes the supply console not inheriting contraband and emag status from its circuit
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* RPD unwrench upgrade (#53615)
* Most OP atmos tool. RPD that can unwrench pipes.
Adds reverse wrench mode upgrade to the RPD.
Attention, due to budget cuts, the mode is hard linked to the destroy mode control button.
Now /obj/machinery/atmospherics/deconstruct(disassembled = TRUE) return created obj/item/pipe
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* RPD unwrench upgrade
Co-authored-by: Dennok <Deneles@yandex.ru>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Tile Reskinning: Allows you to make prettier in-game building projects (#54184)
* Tile Reskinning: Allows you to make prettier in-game building projects
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
* Nerfs uranium material effects, and changes how effective materials are on sheets and statues (#54178)
* Nerfs uranium material effects, and changes how effective materials are on sheets and statues
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Sign language fixes (#53890)
If your hands are full, you make a visual attempt to sign, so others know you at least tried. If you have no hands, you simply cannot sign at all.
Having one arm gone and the other full properly makes one unable to sign
Runechat!
Uses TRAIT_HANDS_BLOCKED now
Any organ with ORGAN_UNREMOVABLE as a flag is no longer removed by aheals or full heals. Currently this only affects tied tongues, as no other organ really has that flag yet.
If you can't sign from your hands being full, you won't stand there silently staring at whoever you try to talk to.
People will actually see that you can't sign thanks to runechat
I finally fixed sign language for lings & xenobio mains
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Sign language fixes
Co-authored-by: Wallemations <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune (#53975)
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune
* Add stasis beds
* Fix forcefields going away, leading to hull breaches
* Use set instead of list
* Use subtype for forcefield walls
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Merge pull request #54127 from Tlaltecuhtli/peniss
tray belt and worn sprite
* tray belt and worn sprite
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Merge pull request #53702 from zxaber/kiltborg
[READY] Highlander mode now includes silicons
* [READY] Highlander mode now includes silicons
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* Completely FIX Hilbert's Hotel and its associated ruin to the game. (#53830)
Reverts the removal in #53790.
Broken in #53586.
Because turfNumber++ must be incremented on turf, not on every ATOM it
EVERY TURF, and anyway it don't trigger since first turfs don't have
atoms in it.
Fix#53794, Hilbert's Hotel peephole runtime.
Fix#53795, hhmysteryRoomNumber generates only once.
* Completely FIX Hilbert's Hotel and its associated ruin to the game.
Co-authored-by: Dennok <Deneles@yandex.ru>
* Makes some things that rely on atmos adjacency more sane/faster. (#54096)
* Replaces some CANATMOSPASS calls with a new define that checks if the turfs are in each others atmos adjacent list, as that's the same info that they want.
* Makes some things that rely on atmos adjacency more sane/faster.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes monkeycube size and organ callback and microwaves (#54095)
* fixes
* dumb runtime
* fixes eggs
* Fixes monkeycube size and organ callback and microwaves
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Restores some functions food had (#53892)
Synthmeat steaks are a subtype of plain so that they can be used in burgers the way they could before
Colored burgers have color again, as they were just the greyscale sprite
* Restores some functions food had
Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
* Nice, Corgi Pinning Action for the whole family. (#53913)
Adds pin the tail on the corgi, a basic party game last seen at the summer ball, that I had lying around on one of my branches since then. The corgi is a poster that functions like most other posters, but has an interaction with the fake "Corgi tail" object, which can be pinned onto the poster to visually place the tail onto the poster.
Are you a bad enough dude to pin the tail on the corgi blindfolded?
Fun, cheap entertainment. Might make for a cheap thrill, or help set the scene of a birthday party. Works as a very player driven basic activity.
Also, the tail pins are harmless embeds. I'll leave that here for you to think about.
* Nice, Corgi Pinning Action for the whole family.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* You can now throw things over raillings. (#54062)
Any movable atom with an attached thrownthing datum can now pass harmlessly over railings, and potentially fall safe down to the z-level below.
* You can now throw things over raillings.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes up addictions reporting on scanners, and admin full heal (#54056)
* Fixes up addictions reporting on scanners, and admin full heal
Co-authored-by: NightRed <nightred@gmail.com>
* Atmos Machinery Variants (#54015)
Adds variants for a bunch of atmos machinery that were missing them:
unary tanks
atmos filters
atmos control computers (and circuit boards)
atmos tank turfs
atmos tank outlet injectors
atmos tank siphon vents
gas miners
* Atmos Machinery Variants
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Reimagines Venus Human Traps (#53880)
Venus human traps now have a new sprite, new sprite for their bud, new sprite for their vines, their bud has icons according to how grown it is, they get sounds for hitting, getting hit, and dying.
oh yeah and I renamed the path flower_bud_enemy >flower_bud
* Reimagines Venus Human Traps
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Fixes whiteship console losing GPS signal (#53998)
Deconstructing and rebuilding the whiteship console will switch it back to the GPS-less subtype. Added a new board and assigned it to the whiteship bridge console to remedy this.
* Fixes whiteship console losing GPS signal
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes for Syndicate Forgotten Ship (#53832)
* Fixes missing implant on Syndicate Ship Captain:
Syndicate Ship Crew Members have their implants. There are 2 boxes of syndicate firing pins in captains locker, but captain can't use them. This change fixes that. Captain had implant initially, but it was removed accidentally in #50597
Fixes spare magazines spawned in lockers:
Captain has 2 mags for APS instead of 9mm mags in their locker.
Crewmembers have 9mm mags instead of 10mm mags.
10mm ammoboxes replaced with 9mm.
Why do we even have 10mm mags, if crew spawns with makarov and captain spawns with APS.
* Fixes for Syndicate Forgotten Ship
Co-authored-by: antropod <antropod@gmail.com>
* Fixes mapstart and random arcade machines (#53958)
Randomly generated arcade machines were getting random boards and initing properly, but they weren't re-built as the appropriate subtype.
This oversight has been remedied. A new subtype has been created for random arcade machines which exists purely to pick a random circuit then create a machine from that circuit's build path before returning that it should be qdel'd.
This new subtype has been appropriately regex find-and-replaced into all maps.
* Objectify
* Fixes mapstart and random arcade machines
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* fixes nuke core throwing (#53972)
The typepath was wrong, due to an improper feature from a couple months ago, this means that nothing actually happen, and a nonexistent type had a fun new dust. This has been resolved here.
* fixes supermatter sliver throwing
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Enforce preserving parent proc return values across ui_act call stacks
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes various issues related to machine component contents. (#53943)
Fixes machines not referencing their circuits in their component parts when built manually, causing them to vomit out their circuit board when opened. This also fixes Runtime in _machinery.dm, line 607: Cannot read null.req_components from using the B/RPEDs.
Fixes computers not storing circuits in the contents.
Fixes smartfridges vending their components.
* Fixes various issues related to machine component contents.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Gives Public Mining on Icebox an Elevator, and just a TON of lift fixes so they're viable to map with. [MULTI-BEE] [:pslime: in the chat] (#53728)
add: Icebox now has an elevator! I just took the trousers of every shaft miner to batter town, word.
* Gives Public Mining on Icebox an Elevator, and just a TON of lift fixes so they're viable to map with. [MULTI-BEE] [:pslime: in the chat]
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Rebalances space loot and space exploration (#53916)
* Rebalances space loot and space exploration
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Balances plastanium window integrity (#53918)
Changes plastanium windows integrity to 1200 instead of 200, which leaves it with 200 more integrity than reinforced plasma windows. Also increases damage_deflection to 21 to match reinforced plasma windows
* Balances plastanium window integrity
Co-authored-by: TheBonded <58570888+TheBonded@users.noreply.github.com>
* Disable some effect systems during init (#53929)
Instantly spread gib streaks rather than doing so over a delay
Completely skip broken light fixture sparking during init
* Disable some effect systems during init
Co-authored-by: Tad Hardesty <tad@platymuus.com>
* Merge pull request #53847 from Iatots/paperdoor-fixes-redux
Paper walls have no duplicate knock sounds anymore, paper doors don't appear rotated, adds glass bashing
* Paper walls have no duplicate knock sounds anymore, paper doors don't appear rotated, adds glass bashing
Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
* Machines now store their components in their contents. (#52970)
Machine parts are now located in the machine instead of nullspace.
* Machines now store their components in their contents.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fix skill related runtimes in mindless mobs. (#53691)
Fixes related to mindless mobs using skills
* Fix skill related runtimes in mindless mobs.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Chess, Sofas & Shutters - Furniture Update (#53861)
About The Pull Request
A series of changes bulked together to give players and mappers a little more freedom in their builds to make things look nicer.
Chess:
• Introduces a bunch of jumbo chess pieces that are craftable in-game. Sprites are my own.
Shutters
• Defines 100 integrity for the shutters and gives them an armor block so they don't inherit their stats from blast doors. This means shutters will no longer be just a reskinned blast door.
• Redid the sprites for the shutters. They now animate much smoother and look like normal slanted shutters. Their blinking light once animating is also easier to see.
• Added the window shutter; this is a normal shutter with a window so you can always see past it. I've used it in prisons and on armouries in the codebase I'm from to allow officers to see into the areas shutters are protecting, giving the area additional protection of having someone being able to look into it.
• Added radiation shutters. Maintainers feel free to question this. Through extensive experimentation, any rad insulation value between 0 and 1 does pretty much nothing to radiation. Numbers higher than 1 start multiplying it, negative numbers start reducing it. This will stop the radiation from a supermatter irradiating you only if you stand behind it. If you're not covered by the shutters or the shutters are open, they won't protect you at all. They also have their own sprite with a radioactive hazard symbol.
• Added the rad shutters to in-rotation maps on their supermatter engines and the windowed shutters to Metastation armoury.
Sofas
• Introduces the corporate sofa. A sleek grey sofa. The original sprite I ported from Hyperstation's files. I'm not sure where they got the sofa but I was told it was Eris. I didn't see it there but I didn't look super hard. I've updated the sprites on it to work with armrest sprite overlays.
• Ports the sofa sprites from Cit and the armrest sprite overlays. They look nicer than awkwardly floating over the sofa. The sofas are the same, they're just moved a little for the armrest to work.
• Makes the new corporate sofa craftable.
* Chess, Sofas & Shutters - Furniture Update
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
* improve performance of vis_overlays by handling dir by using vis_flags (#53816)
vis dir changes are now handled by vis_flags
* improve performance of vis_overlays by handling dir by using vis_flags
Co-authored-by: Couls <coul422@gmail.com>