* Fix for the glasses drawing over hats, & limits this fix to only the snouts that it is needed for
* Small adjustment
* Typo in doc
* This was probably only going to cause problems + some final cleanup
* thank you linters
* Small fix + doc
* Some trimming of unneeded code
* unending pain
* Medical/Security records now use the max/min age.
* merge conflict
* Refactors crew records (#72725)
I have attempted or otherwise started this project at least 4 times. I
am sick of it being on my calendar. The code needs it. I need it.
- This makes crew records a proper datum rather than assigning
properties record.fields.
- General, medical, and security records are merged.
- Did some slight refactoring here and there for things that looked
obvious.
- Wanted states are now defined (and you can suspect someone through
sechud)
- pAI (unrelated but annoying) had some poorly named exported types that
i made more specific
- Job icons are moved back to the JS side (I wanted to get icons for
initial rank without passing trim)
<details>
<summary>previews</summary>
Editable fields & security console

Medical records

Look and feel of the more current version

</details>
TGUI'd some of the worst UIs in the game.
Creating new records is made much simpler.
Manifest_inject is made readable.
Probably bug fixes
🆑
refactor: Crew records have been refactored.
refactor: Medical records -> TGUI
refactor: Security records -> TGUI
refactor: Warrants console -> TGUI
qol: Players are now alerted when their fines are paid off.
qol: Cleaned up sec hud examination text.
qol: Adding and deleting crimes is easier.
qol: Writing crimes in the console sets players to arrest.
qol: You can now mark someone as a suspect through sec hud.
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* I've got something that now actually works
Just got to incorporate the records into what players can actually see.
* Turns out that client has already been transferred after all
* Adds the past records in the TGUI records (they're kinda ugly but it works, so y'know)
* Whoops
* Hate you too sometimes Prettier
* Fixes ghost roles using LITERAL records, which caused problems
* Fixes the leaks caused by ghost roles not getting their name right because of the stupid freaking special() proc
* I hate list operations man they're so stupid
* Fixes the stars on the crew manifest!
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Reworked PDA menu & NtOS themes (#73070)
## About The Pull Request
This is a port/rework of
https://github.com/yogstation13/Yogstation/pull/15735 - I changed a lot
of how it acted (some themes are locked behind maintenance apps).
The original author allowed this port to happen, and I really liked how
it looked there so I'd like to add it here.
### Applications
Removes the hardware configurator application, as all it did was show
you your space and battery now that all hardware was removed. These are
things your PC does by default, so it was just a waste of space.
Adds a Theme manager application instead, which allows you to change
your PDA's theme at will.
Adds a new Maintenance application that will give a new theme, however
it will also increase the size of the theme manager app itself as it's
bloatware.
### Menu
There's now a bar at the top of the menu showing 'special' tablet apps
which, for one reason or another, should stand out from the rest of the
apps. Currently this is PDA messenger and the Theme manager
Flashlight and Flashlight color is now only an icon, and is shown on the
same line as Updating you ID
https://cdn.discordapp.com/attachments/961874788706574386/1069621173693972551/2023-01-30_09-10-52.mov

### Themes
Adds a lot of themes to choose from, although SOME are hidden behind
Maintenance applications, which will give you a random theme. These are
bloatware however, so they come with some extra cost to the app's
required space storage.
Themes are now supported on ALL APPLICATIONS! If you have a computer
theme, you will have that theme in EVERY app you enter, rather than just
a select few.
ALSO also, emagging the tablet will automatically set & unlock the
Syndicate theme, which makes your PDA obvious but you can disguise it if
you wish through just re-painting it to something else.
https://cdn.discordapp.com/attachments/828923843829432340/1069565383155122266/2023-01-30_05-29-53.mov
### Preferences
This also adds a pref for theme, reworking the ringtone code to work
with it as well. I also removed 2 entirely unused PDA prefs just 'cause.
Screenshot not up-to-date, they now have proper names.

### Other stuff
Made defines for device_themes
Added support for special app-side checks to download files
Fixed programs downloading themselves TWICE because defines all had the
same definition
Removes the Chemistry computer disk as it was empty due to chemistry
app's removal
Removes the 'run_emag' proc, since apps can directly refer to the
computer to check for emag status instead.
Moved over and added better documentation on data computer files, and
moved the ordnance ones to the same file as the others.
## Why It's Good For The Game
It makes PDAs a lot more customizable while adding more features to
maintenance applications. I think the themes look cool and it fits with
PDAs being "personal" anyways.
I also explained most of my other arguments in the about section, such
as the hardware configuration application.
## Changelog
🆑 Chubbygummibear & JohnFulpWillard
add: A ton of new NtOS themes, which are accessible by the new Themify
application that comes with all PCs.
add: Emagging a PC now defaults it to the Syndicate option (and adds it
to go back to it if you wish)
add: There's a new maintenance app that gives you rarer themes
qol: The NtOS Main menu was moved around, added "header" applications
that are shown where the Flashlight is, such as your Theme manager and
PDA messenger.
code: Made defines for device_themes
code: Added support for special app-side checks to download files
code: Removes the 'run_emag' proc, since apps can directly refer to the
computer to check for emag status instead.
fix: Programs no longer download twice.
del: Removes the Chemistry computer disk as it was empty due to
chemistry app's removal
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Reworked PDA menu & NtOS themes
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Big Paperwork: Adds the Paperwork loan offer, paperwork fraud, and ancient paperwork! (#70863)
Adds paperwork -- an indecipherable mess of papers that only a seasoned
department head could hope to decipher. If processed and sent to Central
Command via the cargo shuttle, the budget gets a bonus.
Paperwork is distributed through a new Shuttle Loan offer. A nearby
station needs some paperwork reviewed. Do you have what it takes to
handle BIG PAPERWORK?
Processing paperwork is relatively simple. You can inspect it to see
which head of staff it "belongs" to, and you can use their stamp to
complete it. You get a lot of these, so the bonuses can add up if you
get them all in. Just be careful not to return any unprocessed
paperwork.
With big paperwork comes big paperwork fraud, and big fines.
You can photocopy your completed paperwork to double-dip with Central
Command and squeeze out a little bit more money. The more paperwork
fraud you commit, the higher the chance you'll be caught and fined.
On top of that:
Some say that in the long forgotten halls of maintenance, there lies
_ancient paperwork_. Documents whose importance has long since passed,
but are still important for bookkeeping at Central Command. With a keen
eye, you might spot one of these while scouring through maintenance.
Make sure it gets forwarded to the right person, cargo will thank you.
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Capture The Flag: Skill Issue (#72960)
## About The Pull Request
QoL update for CTF to make the experience better and smoother.
## Why It's Good For The Game
The CTF experience is a bit unpolished in some areas such as important
information (shield charge, control point score) being obscured,
mandatory hand switching on spawning, and players messing with their
team by blocking the controller.
## Changelog
🆑
qol: CTF guns spawn in the default active hand
qol: CTF shields become transparent as they lose charge
qol: CTF King of the Hill scores are visible to players in-game
qol: CTF controllers can no longer be blocked by players standing on
them
/🆑
* Capture The Flag: Skill Issue
---------
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Fixes plasmamen dying from liver damage when consuming plasma & other organic toxins, fixes plasma fixation for plasmamen and other species (#72644)
## About The Pull Request
(edited for brevity---AS BEST I COULD, this turned into a lot more fixes
than I set out to do)
Instead of actually removing and metabolizing plasma in the liver,
plasmamen were having plasma removed in a special handle_chemicals proc.
The issue with this is that the liver's on_life proc would still fire
off alongside it, detecting reagents in the mob (because
handle_chemicals removes them little by little, at the same rate as the
liver does). And because the liver code sees it as a toxin, it takes
damage until it fails, leading to death as described in #72229.
Not actually metabolizing plasma also led to another issue, as mentioned
in #61424.
The solution after much faffing around ended up being to move the actual
reagent removal from handle_chemicals to the liver code, and to compare
a toxin's affected_organtype to the liver's 'status' var to check if the
toxin can damage the liver. There was currently only an ORGAN_ORGANIC
and ORGAN_ROBOTIC defined for this, so I added ORGAN_MINERAL for plasma
livers.
It still works as before, but now the reagent will actually get all the
metabolism procs called on it and be removed by the liver. And mobs with
mineral livers (currently only plasmamen) do not suffer organ failure
from processing organic toxins.
Plasma fixation itself also needed some TLC, as it was likely written
before liver damage was a thing. A lot of this comes down to rogue
livers operating independently of their species now that I think about
it...
Fixed it so you no longer take liver damage from injected/consumed
plasma when under the effects of the stage 4+ virus by making use of the
new PLASMA_LOVER_METABOLISM liver trait.
---
On top of that made it so that breathing in plasma through internals
also contributes to plasma fixation healing. This is a slight buff to
virology (especially for plasmamen) but it didn't seem busted or
anything from my testing. Can lead to some interesting subtle approaches
to healing for virologists as they can use internals rather than just
flooding rooms with plasma...
Some notes:
- due to the way lungs are coded, non-plasma breathing species take a
significant amount of tox damage from breathing plasma through internals
in most cases and still need the right gas to be present so as to not
asphyxiate.
- During my testing this damage did not get healed fast enough to make
it viable for humans to wear plasma internals as found in spawned tanks
and such.
- I did not play around with creating custom internals mixes of O2 and
plasma but in theory that could possibly allow humans to heal faster
than the tox damage is applied. I think the tox damage on breath is
based on the amount of mols in the tank so perhaps a small amount of
plasma in the mix could work.
- As it stands the heal is very slight at 4kpa which is the typical tank
pressure for plasma internals. Going up to 15kpa can result in a
stronger heal (on par with injecting plasma) but going further offers no
additional benefit, and internals will be consumed much more quickly.
- This heal bonus is multiplicative with the rest, but from my testing
it still stays within reasonable numbers even with all 3 sources going
at once so as to not feel broken.
- Plasma fixation does not heal organ damage, but if I could add that in
easily enough should it be wanted.
The numbers themselves can be easily tweaked if desired, should people
find it too strong or what have you!
## Why It's Good For The Game
Fixes#72229Fixes#61424Fixes#70460 --not sure if this PR fixed it but I was able to infect
monkeys and plasmamen with a virus containing Inorganic Biology in my
testing, so this may be closed
Plasmamen dying from plasma is a travesty and reparations must be made.
## Changelog
🆑
fix: plasmamen no longer can suffer liver failure from injecting
themselves with plasma (unless they have a human liver for some reason).
fix: a person who is infected with a plasma fixation disease can no
longer can suffer liver failure from injecting themselves with plasma.
fix: plasmamen no longer can suffer liver failure from consuming other
organic toxins, which they are not supposed to be affected by.
fix: plasma fixation heal-through-inject-or-consumption now works for
plasmamen by letting the metabolism procs take care of removing it from
their systems.
fix: hot ice now has the same wound-healing and nontoxic properties as
plasma to plasmamen, since it is described as "frozen plasma". It is
also nontoxic to plasma fixation virus sufferers.
fix: plasma breathed through internals now contributes to the healing
amount from plasma fixation.
/🆑
Co-authored-by: Bloop <vinylspiders@gmail.com>
* Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind
* Fixes the conflicts and makes shit compile!
* Fixes other things that didn't show up because I hadn't updated
* Fixes the lints.
* Okay NOW it's ready (please don't add anything else that touches blindness I beg you)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Adds Axolotls to List of Cytology Creatures (#72924)
## About The Pull Request
Adds axolotls to list of cytology creatures. Edits the name of the cells
for frogs by changing to "anura amphibian cells" and for axolotls,
"caudata amphibian cells." These mean both "frog" and "salamander"
amphibian cells respectively. Also makes axolotls swabbable, adds their
cell lines to fern's list, and they are now distinguishable from the
frog's reagent lists.
## Why It's Good For The Game
Adding more thing to cytology is always good. Frogs could be grown but
not axolotls despite them coming from the same place and are amphibians.
Adds more ways to get axolotls and another reason why you should do
cytology.
Reinforces the PR
([https://github.com/tgstation/tgstation/pull/72922](url)) I added for
amphibian cytology.
## Changelog
🆑
add: Axolotl lovers rejoice! I added axolotls to cytology and as such
are now swabbable.
add: Frog cells are now named "anura amphibian cells." This literally
means "frog amphibian cells."
add: Axolotl are "caudata amphibian cells." This literally means
"salamander amphibian cells."
/🆑
---------
Co-authored-by: ophaq <44999764+ophaq@users.noreply.github.com>
Co-authored-by: kawoppi <94711066+kawoppi@users.noreply.github.com>
Refactor: Carp Infusion & Lungs (#71940)
## About The Pull Request
Recently before merging PR #71867 I failed to account for the carp lungs
and spacewalk trait in my testing (I did not try to fly across space)
and so I did not notice other bugs. This PR fixes the bugs/oversights
which I missed in my prior PR. Fixes#72678
I have completed a refactor of
`/obj/item/organ/internal/lungs/proc/check_breath` and
`/mob/living/carbon/proc/check_breath` because I noticed that bugs
within the gas alert system (stuck alerts) were caused by their improper
execution, and the code was written in a hard-to-understand style.
This PR also includes a small adjustment to status indicators which
allows you to add an already existing timed indicator without
overwriting it; it instead resets the existing timeout.
Here is a granular list of bugs:
- Bug A: Causes the spacewalk trait to not be applied to the mob, and is
caused by a minor developer oversight in
`/datum/status_effect/organ_set_bonus/carp/enable_bonus()` wherein it
attempts to add `TRAIT_SPACEWALK` to the status effect rather than to
the Mob.
- Bug B: Causes the carp lungs to suffocate you in space, because that
behavior is unimplemented.
- Bug C: Causes the gas alert indicators ("Too much O2!" etc) to stay
stuck to the screen if `check_breath` or other procs fail to remove
them. This is caused by the way `check_breath` early-returns without
executing the necessary logic to manage its gas alerts.
- Bug D: The part of `lungs/proc/check_breath()` that removes consumed
miasma from the air is only doing so when helium is also present and
consumed.
This PR contains fixes for these bugs:
- Fix A: Added the spacewalk trait to the mob, allowing the trait to
enable space flight as expected.
- Fix B: Added `TRAIT_SPACEBREATHING` as a lungs trait, which is used in
`check_breath`, which allows the mob to "breathe" in space or vacuum,
but suffocate when breathing unsuitable gas/O2.
- Fix C: Changed the proc `/mob/proc/throw_alert` such that, when
throwing an alert which already exists, it resets the timeout of the
existing alert rather than replacing it.
- ~Fix C2: Added a 10 second timer to gas alerts. If something fails to
clear them from the screen, they will now clear themselves after 10
seconds.~
- Fix D: Refactored `/mob/living/carbon/proc/check_breath` and
`obj/item/organ/internal/lungs/proc/check_breath` to run the necessary
logic for resetting gas side effects and gas alerts.
- Removed an early-return which was causing the `check_breath` functions
to skip most of their critical sections.
- Fixed the part of `lungs/proc/check_breath()` that removes consumed
miasma from the air, allowing it to remove the correct amount when
expected to.
- Added conditionals to check for `TRAIT_SPACEBREATHING` on lungs to
bypass suffocation.
- Added a fall-back to a default "flyweight" breath
`datum/gas_mixture/empty_breath` to Carbons and lungs, used in in the
event that either gets a null `breath`.
- Renamed `obj/item/organ/internal/lungs/proc/handle_too_little_breath`
to `handle_suffocation` and refactored it to handle more aspects of
suffocation that was originally being handled inline.
- Added `/obj/item/organ/internal/lungs/proc/breathe_gas_volume` to
`check_breath` to replace lots of inlined logic which handles
consuming/exchanging gases (O2 for CO2, etc).
## Why It's Good For The Game
Shortly after PR #71867 was merged, we noticed the carp lungs and
spacewalking trait were not working as expected when doing the Space
Carp DNA infusion. This PR fixes the bug and allows you to spacewalk
like a Space Carp again.
This PR also adjusts the gas alert indicators so they don't get stuck to
the screen as often. This PR also fixes a bug that was causing timed
alerts to overwrite each other when it was unnecessary to do so, and
helps prevent their on-throw animation from being replayed when not
appropriate.
I have included an intermediate refactor of
`/mob/living/carbon/proc/check_breath` and
`obj/item/organ/internal/lungs/proc/check_breath` in this PR, and I have
tried to improve readability/maintainability while correcting critical
oversights in the ways breathing was working. After my changes are
merged, I will likely work on another refactor to delete duplicated
sections of code between Carbons and lungs, as much of it is 99%
identical.
## Changelog
🆑 A.C.M.O.
refactor: Refactored breathing, mostly check_breath, for Carbons and
lungs organ.
add: Added the space-breathing trait for lungs.
fix: Fixed the Space Carp DNA infusion to apply the Spacewalk trait,
allowing you to fly through space.
fix: Fixed the Space Carp lungs, allowing you to breathe in space with
them.
fix: Fixed gas status indicators re-playing their on-throw animation
when they are refreshed.
fix: Fixed gas status indicators getting stuck to the screen in some
situations.
fix: Fixed gas side effects, such as euphoria and hallucinations, to
reset when expected.
fix: For Humans, fixed Miasma only being consumed from the air when
Helium is present.
/🆑
---------
Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Adds some missing turf_flag defines (#73007)
## About The Pull Request
Fixes#55151 is fixed it seems and can be closed.
Edit: OK, the carpet bug issue I'm not able to reproduce, I'll chalk it
up to late night brain. but feel free to merge this anyway for the
missing bitfields if you'd like. I'll leave it open.
---
</details>
## Why It's Good For The Game
Adds missing bitfield vars for turf_flags, which allows it to show up in
the vars which leads to less confusion.
## Changelog
🆑
fix: adds some messing bitfield defines for turf_flags
/🆑
Co-authored-by: Bloop <vinylspiders@gmail.com>
Adds maintenance tablet apps (Health analyzer is one now too) (#71738)
About The Pull Request
Sprites were generously made by https://github.com/Tramzz
This was a branch I've been putting off for months because my hatred for tablet apps brought me to removing computer parts, tablets, and ntnet, however I've now returned (after a lot more procrastination).
Adds Maintenance tablet applications to the game, so far there's only three of them, for proof of concept;
The health analyzer app (the chem analyzer part is removed entirely) move away from being given to medical/geneticists/detectives/RD.
There is on exception, which is the CMO, who gets to have the application on their tablet roundstart. Maybe it could be given to their role disk as well?
A camera application:
image
image
MODsuit control application:
image
image
image
Maintenance applications stand out from normal tablet apps because they can't be downloaded off the App store, and instead can only be found in maintenance, with a one-use download, cloning the application from a disk to a computer, or vice versa, will delete the old one, meaning you can only have one application at once.
Why It's Good For The Game
This is more as a proof of concept for maintenance applications, but I also think that the analyzer application wasn't really that good as an app, you should either use a health analyzer or the wand in front of medbay, you shouldn't just have one in your tablet at all times because it makes it lame if your analyzer is stolen.
Changelog
cl JohnFulpWillard, sprites by Tramzz
add: Added Maintenance tablet applications, applications that can't be cloned or downloaded from the store, instead you can find one app in maintenance.
balance: The Analyzer tablet application is also a maintenance tablet application now.
/cl
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Refactor lighting items that use fuel (#72146)
Fixes#71826
This does the following:
- Makes candles a subtype of flare
- Fixes candles having lighting inconsistencies
- Fixes burning items (welder, candles, flares, etc.) not causing
ignition effects when held in hand
- Adds burnt flares and melted candles to maint loot and trash spawners
- Add match lighting sound when candles are lit
- Add time defines for fuel amounts and rounded them (ex. instead of
32.3333 minutes, it's now 35 minutes)
- Light sources that burn will now spawn a trash item once fuel is spent
- Light sources that burn now have a welder hitsound
- Light sources that burn can now be extinguished by a fire extinguisher
(except flares)
- Light sources that burn can now be used to ignite another object on
fire (ex. a lit candle can be used to light a cigarette)
- Light sources that burn and are lit now do `BURN` damage while
attacking
Code is more cleaner and consistent. Also fixes some bugs.
🆑
soundadd: Candles will now use the match lighting sound when lit
soundadd: Light sources that burn will now have a welding hitsound
fix: Fix candle light behaving erratically
fix: Fix burning items that are held in hand will now have an ignition
effect on the turf. (ex. lit welders in hand will now ignite plasma in
the air)
balance: Light sources that burn and are lit now do `BURN` damage while
attacking
balance: Light sources fuel amounts were rounded to exact numbers (ex.
instead of 32.3333 minutes, it's now 35 minutes)
qol: Light items that burn can now be extinguished by a fire
extinguisher (except flares), used to ignite another object on fire, and
will now leave a trash item once fuel is used
qol: Add burnt flares and melted candles to trash spawners
refactor: Refactor lighting items that use fuel to be more robust
/🆑
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Modular!
* Toggle Light
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Cutting the Burdened Cheese Part 1: Removes free burden points from removing unnecessary or cosmetic organs. (#71938)
Burdened organs now only count for the main organs only. Cyberimplants
don't count, alien organs don't count, etc. This is because someone
could get a bunch of extra organs, and then take the burdened sect and
remove them for free burden points.
Useless organs for species also do not count (stomachs given to species
that do not hunger, for instance)
Removes the error on burden points clamping on negative values. This can
happen when someone previously disabled takes burden sect.
Cheese is being used to bypass the unique gameplay goals burdened sect
provides. Will throw another pr when fikou finishes bat mutants ;)
🆑
fix: Removed some cheese strategies from burdened sect.
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Modular!
* Aaaaaa
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Added towels (honestly I should have committed earlier)
* More modifications to the sprites
* Fixes a runtime in ears while I'm at it
* Moves the dropped() call in the cryopod computer to be AFTER the transferItemToLoc, like it should be
* Properly fixes the ear is_hidden proc
* Fixes a small typo in the onwear_mood code that made it just not work (I'll fix it upstream in a moment)
* Makes the hints more coherent and fixes a few things that didn't work properly
* Adds our flags_inv to the flags_inv bitfield that can be used in VV, so we can properly interact with it
* A few more adjustments to the obj sprites
* Makes the towels cover bodyparts properly
* Adds towel bins for mapping needs!
* Addresses review comments (lazy lists)
* Addresses even more review comments
* One last comment addressed
* Thanks Zone :)
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes scientists & the RD not being able to reach the Ballmer peak. (#72687)
🆑 ShizCalev
fix: Drunk scientists & the RDs rejoice! You can now reach the Ballmer
peak!
admin: Fixed a bunch of liver traits not being assignable.
/🆑
* Fixes scientists & the RD not being able to reach the Ballmer peak.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Remove Mining LTSRBT + Change mining vendor costs to be less ass (#72380)
Removes Mining LTSRBTs
Adds a new cargo_cheaper variable to order consoles to make the tooltips
actually imply that express costs 1x
Mining Vendor cargo delivery now costs 0.65x (and rounded)
Express delivery costs 1x, no cooldown.
Costs displayed in the vendor are now multiplied by 0.65 to make them
show the cheaper price of buying by cargo
Encourage people to not fuck over ghost roles for their gamer mining
vendors
Encourage miners to cooperate with cargo techs (best case) to get their
gear cheaper
Encourage miners to talk to their own stationside department for their
gamer gear cheaper, while making miners
who dont do that, have costlier (normal price) gear
* Update interdyne_mining.dm
* SR maps
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
* Basic Faithless Mob (#72479)
## About The Pull Request
Turns the faithless mob into a basic mob with unique behaviors, it will
now break lights and drag around victims bodies. Can also punch open
airlocks if they can be opened.
## Why It's Good For The Game
Now the faithless mob has its own unique behavior and it is cool to see
more AI variety.
## Changelog
🆑
add: Faithless will now also break lights and drag victims around
refactor: Faithless into basic mob
/🆑
* Basic Faithless Mob
* SR
Co-authored-by: Comxy <tijntensen@gmail.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Converts ghosts mobs to a basic mob, slightly changes how ghosts are given their identities (#72196)
## About The Pull Request
Performs a very simple conversion of ghosts to basic mobs. They're
relatively lacking in unique behavior in their current state, but they
didn't really have any when they were simple animals either. They
retaliate, they float, they do everything they did before, but now as a
basic mob.
Kilostation and Derelict Station 6 have had their mapped-in ghosts
converted to the new type as well. I'm unsure if there are any other
mapped instances of ghosts that will need changing, but please let me
know if there are.
Also in this PR is a slight rework of how ghost's get their hair/name.
As an ADDED BONUS, ghosts now get random hair to gow ith their randomly
generated names, rather than hair only being only possible through
varediting. (Thank you tattle for helping me figure this out).
## Why It's Good For The Game
Strikes another simple_animal from existence. Gives ghost mobs a bit
more _visual flair_.
## Changelog
🆑
code: Ghosts are now basic mobs! You might not notice any difference,
but...
code: Ghost mobs now spawn with hair and sometimes facial hair.
/🆑
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
* Converts ghosts mobs to a basic mob, slightly changes how ghosts are given their identities
Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Crafting/Cooking menu update
* Yeeted away all of the merge conflicts, time to fix the code
* Okay, now it compiles, and after testing, it seems to work just fine
* Actually, early addition of an upstream fix, so those that don't have hunger can still open the cooking menu
* Fixes the units tests by removing the extra comma in the Stuffed Muli Pod recipe
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Atmospheric machineries now interact with each other directly, rather than going through a radio layer -- saves about 0.4s of init time
* updatescript maps
* Merge conflicts
* Tarkon atmos
* tick file
* that file was supposed to be removed
* tarkon cringe
* tarkon tweaks after testing
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Flatten mech/combat and mech/medical (#71494)
## About The Pull Request
The only thing mech combat has is the reload helper that should be on
mech proper anyway and the medical subtype isnt even defined outside of
ody code
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
* Flatten mech/combat and mech/medical
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
* Adds some various flags to their respective bitfield defines (#71685)
Adds and alphabetizes some bitfield flags for admins to more easily manage it in VV.
* Adds some various flags to their respective bitfield defines
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Hardcrit immunity grants hearing while under the hardcrit threshold and nooartrium doesn't blind you anymore (#71525)
## About The Pull Request
Adds TRAIT_NOCRITOVERLAY to nooartrium which stops the normal critical
overlay from appearing. Damage type overlays still appear as usual.
Makes TRAIT_NOHARDCRIT give you immunity to the deafness caused by being
in hardcrit. (Which also leads into being able to hear while using
nooartrium.)
Makes nooartrium give you immunity to oxyloss knockouts. (The reason
should be obvious.)
## Why It's Good For The Game
Bugfix good.
## Changelog
🆑
fix: Nooartrium doesn't blind you anymore and keeps you conscious
regardless of oxyloss.
fix: Being immune to hardcrit makes you able to hear while you should be
in hardcrit.
/🆑
* Hardcrit immunity grants hearing while under the hardcrit threshold and nooartrium doesn't blind you anymore
Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
* Moves the bulk of shield code from the riot subtype into the core shield. (#71066)
## About The Pull Request
I wanted to "rework" the riot shield security has but most other shields
are subtypes of it, making them all inherit those features.
So I made this PR first to make my job easier and fix some odd bugs like
fixing wooden bucklers by slapping them with titanium sheets...
There *shouldn't* be any other big change outside of the titanium
healing and baton bashing they all inherited but I have been staring at
shield code and worked on another branch before deciding to split the
code improvement/fixes from the features so I might have missed
something.
And while there, kill some single letter vars, remove unnecessary lines,
etc.
## Why It's Good For The Game
Fixing a wooden shield by slapping it with titanium is weird... so is
fixing a glass+iron shield but that is a bigger balance change.
And well, easier for future shield changes to not inherit weird
behaviors from the riot shield.
## Changelog
🆑 Guillaume Prata
fix: You can no longer repair wooden bucklers and roman shields by
slapping them with a titanium sheet.
/🆑
* Moves the bulk of shield code from the riot subtype into the core shield.
* sr conflits, goliath shield, reagent buckler
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands. (#71044)
## About The Pull Request
- Adds 5 new heretic spells!
- For Flesh: Flesh Surgery. This spell is a touch spell that can either
be used to heal your minions or extract organs from mobs.
- For Void: Cone of Cold. This is a simple spell - it shoots out a cone,
of cold, that freezes and damages people caught in it.
- For Ash: Volcano Blast. This spell functions like Tesla Blast, but
instead of electricity, it shoots out of a beam of fire that hurts to
walk over.
- For Blade: Realignment. Think of this like "Fleshmend but for stuns /
stamcrit". It rapidly regenerates stamina damage and reduces stuns,
while making you a pacifist. It can also be cast in rapid succession,
but this will increase the cooldown.
- For Rust: Rust Construction. Point at a rusted tile, and a wall will
be raised where it was instantly. This even damages people and throws
them aside - Or, if on a multi-z map, can lift up.
- Number of influences has increased.
- 5 at 1 heretic
- 9 at 2
- 12 at 3
- 14 at 4
- 15 at 5
- 16 at 6, and so on
- Heretics are given a 5th sacrifice target, selected randomly. On
average an additional sacrifice is needed for their objectives.
- Being sacrificed grants you a permanent phobia of the supernatural.
Phobia of the supernatural has been expanded to cover heretic items and
mobs.
- The equation for offhand damage of blade heretics was tweaked. Actual
result unchanged, it's just more resilient to future changes now.
- Touch spells were refactored a bit, and overall expanded to be easier
to use
- Charged spells were added, and charged beam spells. Tesla blast uses
this.
- Cone spells were refactored to be easier to setup.
- Jaunting will now hide your runechat when it triggers, to make it less
easy to follow.
- Heretic Ghouls now take less stamina damage based on how low their
health pool is.
- Emote based spells now require hands to be unblocked to be cast, like
mime spells.
- Yes this gets rid of handcuffed invisible walls... Not 100% on this,
but I figured it's good for consistency? Open to discussion
## Why It's Good For The Game
A lotta feedback has passed through about heretic and it's time to
address some of it
- Problem: Not enough cool flash spells. Makes Focus not worth it.
- Solution: Adds some more spells to encourage focus use.
- Problem: Sacrifice targets being too willing or not harmed enough
- Solution: A permanent trauma.
- Problem: Not enough ways to power up.
- Solution: Adding more influences around, though I think there should
be more variety in knowledge rituals as well.
- Problem: Ash Passage sucks
- Solution: Makes it a smidge better to stay hidden with it.
- Problem: Heretic Ghouls get one hit by batons
- Solution: Stamina modifier should put them on par with unmodified
humans.
## Changelog
🆑 Melbert
add: Added five new heretic spells, one for each path. They come after
the Ritual of Knowledge.
add: Cone of Cold, for Void heretics. Shoots out a freezing chill in a
cone which deal damage and freezes.
add: Flesh Surgery for Flesh heretics. A touch spell which can either
heal minions or be used on mobs to extract organs without surgery.
add: Volcano Blast for Ash heretics. A beam spell, like Tesla Blast,
which fires out a beam of fire that bounces between people.
add: Realignment for Blade heretics. Fleshmend, but for stuns and
stamina damage. Makes you a pacifist, but rapidly regenerates stamina.
add: Rust Construction for Rust heretics. Places a wall of rust on the
target rusted flooring. Can even be used to ascend z-levels!
balance: Nerfed the cooldown of Cleave slightly, buffed the cooldown of
Lesser Cleave slightly.
balance: Slightly more influences will spawn on the station per heretic.
balance: Heretics require an additional sacrifice on average for
ascension, but are given a fifth sacrifice target (randomly selected).
balance: Being sacrificed by a heretic now gives you a permanent phobia
of spooky things, including heretic mobs and items.
balance: Heretic ghouls now take reduced stamina damage, depending on
how small their health pool is.
balance: Using Jaunts will conceal your runechat for their duration.
balance: Spells which require emoting (Mime spells) require your hands
not be blocked to use.
refactor: Touch Spells were improved a bit. Added some new template
spells - Charged spells, and Charged beam spells.
fix: Fixes a runtime from losing heretic.
/🆑
* Adds 5 new Heretic spells. Rebalances some aspects of Heretics. Refactors some spells as well, and makes it so emote spells require free hands.
* MIRRORS tgstation/tgstation#70561
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Plumbing Reagent UI changes & fixes (#71410)
**About the pull request**
3rd attempt cause the 1st
[PR](https://github.com/tgstation/tgstation/pull/71032) had way too many
problems and the 2nd
[PR](https://github.com/tgstation/tgstation/pull/71101) had merge
conflicts and became stale so fuck it delete those branches & try again.
1)For Plumbing the
- Chemical Reaction Chamber
- Chemical Filter
- As a side effect for Modifying Chemical Filter the BloodFilter also
now
Picks reagents from an input-list with a search bar attached at the
bottom
2)Fixes bug which prevented the user from entering new
values[temperature,acidic ph & alkaline ph] into the
ChemReactionChamber. They would be stuck at their defaults 300k,5,9
respectively even if you tried to enter new values it would reject those
new values. That's fixed now
https://user-images.githubusercontent.com/110812394/203076880-eb801c76-68ec-4470-8648-9239270fbcbc.mp4
**Why its good for the game**
1. Removes the need to type long reagent names manually by hand which is
error prone and time consuming
2. Allows you to change the ph & temp values for various reactions which
would have not been possible if not for this
**ChangeLog**
🆑
qol: Entering reagent names is much faster with zero errors
fix: You can enter new temp & ph values
/🆑
Co-authored-by: Time-Green <timkoster1@ hotmail.com>
* Plumbing Reagent UI changes & fixes[Take 3]
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@ hotmail.com>
* Removed TRAIT_PLASMABURNT, fixed plasma river limb transformation. (#71157)
## About The Pull Request
Resolves#67282.
As originally designed, plasma rivers (namely, those on Icebox, though
the turf was originally made for the Snowdin away mission) are meant to
literally strip the flesh from your bones, leaving you with plasmaman
limbs. I'm not certain when this broke entirely, although it seems to
have never been updated to work alongside Kapulimbs.
Transformation of limbs into plasmaman limbs used to be accomplished by
adding the "PLASMABURNT" trait to limbs. However, this trait in the
current code is entirely meaningless, only checked in the proc that
makes plasmamen catch fire. Essentially, the only "interaction" is
having your flesh melted off by a plasma river, donating that specific
limb to a plasmaman, and pranking them with the fact that that specific
limb will still make them burst into flames.
Exciting.
I've removed the trait entirely, as it does functionally nothing, and
restored the ability of plasma rivers to turn your limbs - and
eventually, you - into plasmaman equivalents.
To be honest, I'm not _entirely_ satisfied with the plasmaman
transformation process - it doesn't especially suit the lore of
plasmamen, and if you transform into one in the plasma rivers you'll
probably immediately die from Icemoon's atmosphere anyway. However, this
is something I'd prefer to revisit in a later PR.
## Why It's Good For The Game
There's little reason _not_ to remove a trait that does nothing.
As for plasmafication, it's a fun interaction that was already _meant_
to be there. The message about your flesh melting off has always
printed, even while it's doing exactly nothing to you. It's cool to fall
into the deadly plasma river and come away from it permanently scarred
with a weird skeleton limb. Turning into a plasmaman entirely is
unlikely to happen and will probably just kill you, but it's a fun and
weird way to be dead.
## Changelog
🆑
del: Removed the useless "plasmaburnt" trait.
fix: Restored a broken interaction with plasma rivers that slowly
transforms you into a plasmaman.
/🆑
* Removed TRAIT_PLASMABURNT, fixed plasma river limb transformation.
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
* The Link to the Changeling Hivemind has been Reestablished (#70193)
Readds the changeling hivemind, but in a simplified form.
There is no linglinking. It was rarely used and imma be real with you, stupid.
Hivemind isn't an unlocked ability, it is just a default.
Bz still mutes lings
Fallen changelings now get an agonizing message about being locked out. We love fallen changeling flavor
Changelings have their Honorific names back! Hello, Mr. Omnicron!
This does NOT readd changeling team objectives, or really anything encouraging teaming beyond the hivemind itself.
I think antagonists have generally lost a lot of power versus the station, and this is one big way to pump up the heat for this antag in particular. Changelings, given an ability to possibly team up, are much MUCH scarier.
One reason it was removed years ago was because teaming was too often, but back then there were entire gamemodes about changelings having team objectives and many other things to encourage it. I'm bringing us back to a point BEFORE all those design ideas were explored, because I don't think they worked out.
Add information about the changeling hivemind, and the dangers of being turned into a fallen changeling if you get betrayed to the Changeling Antag Info UI
Changelog
add: Changelings once again have reestablished their changeling hivemind, and can secretly communicate between each other.
fix: Fixed up the Changeling UI a bit, like for example some dimmers would never render.
* The Link to the Changeling Hivemind has been Reestablished
* Update horror_form.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Replaces obj flag `being_shocked` and flag_1 `shocked_1` with `TRAIT_BEING_SHOCKED` (#69978)
* Replaces `being_shocked` and `shocked_1` with `TRAIT_BEING_SHOCKED`, removing a flag_1, taking us away from the possibility of hitting the flag limit.
* Replaces obj flag `being_shocked` and flag_1 `shocked_1` with `TRAIT_BEING_SHOCKED`
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* SECURITY RESPRITE - DARE.
* [MDB IGNORE][THIS SHOULD BE PR'D TO AN ALREADY OPEN MIRROR] Security Resprite - conflict fixes and modular changes (#16367)
* No Head?
* comemt clena
* boot stuff mostly
* Im done touching this file it makes me sad
* I hate overrides :(
* Kill off the now obsolete vest
* How long has this not even worked for? /mob/ linked in Icon? Why?
* low-key just committed so the PR could re-run checks
* Fixes Blueshift not compiling!
Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>