* Adds Skill Tracker app for tablets (#63013)
Adds a skill tracker app for tablets.
I allowed all tablets to install it, but it is currently not pre-installed by default.
It is only available to tablets, with the conceptual compromise that it requires no extra hardware components, but uses sensors through your hands or something.
* Adds Skill Tracker app for tablets
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* tgui: Help tab to the supply console (#63159)
* Adds a tab to the supply console that explains some delivery systems and department orders
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Make screwdrivers able to be inserted into the destructive analyzer through left-click (#63085)
* Make screwdrivers able to be inserted into the destructive analyzer through left-click
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* its starboard external not portstarboard external (#63235)
* Fixes the door bolt button the starboard side of the default pirate shuttle
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
* Department Order Consoles now have fallback areas, if the first area doesn't exist on a map (plus map logging) (#63214)
Maploaded department order consoles will now check if they have a valid destination, and set a generic one if they don't while throwing a mapping log.
* Department Order Consoles now have fallback areas, if the first area doesn't exist on a map (plus map logging)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* BCI implanters no longer drop their BCI on the floor when opened (#63204)
Exactly what it says in the title. Implanters used to drop the BCI they contained when opened up. Now they don't. For good measure I made them drop their contained BCIs when deconstructed as well in case they already did that as a consequence of the BCI being located inside the implanter, which was the cause of the issue in the first place.
* BCI implanters no longer drop their BCI on the floor when opened
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Revert "[MIRROR] Ethereals no longer get the "he" pronoun accidentally [MDB IGNORE] (#9880)"
This reverts commit f42200feef.
* Properly reverts it, the Skyrat way
* Make USB cables attached to locked circuits unable to be modified (#63084)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Make USB cables attached to locked circuits unable to be modified
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Removes References to Radiation From Engine Goggle Description (#63230)
Removes the line "and the Radiation Scanner mode lets you see objects contaminated by radiation" from the scanner goggle description.
Scanner goggles can no longer detect radiation as of 0f3c4e51f7, the old examine text was misleading.
* Removes References to Radiation From Engine Goggle Description
Co-authored-by: Tiresoup <94724497+Tiresoup@users.noreply.github.com>
* Ethereals no longer get the "he" pronoun accidentally (#63221)
Character preferences now disregards the gender value if the species you're playing as is sexless
fixes#61491 (Ethereals being "He" instead of "They")
* Ethereals no longer get the "he" pronoun accidentally
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Verify that those clicking on admin statclicks are admins (#63226)
Also removes some unused statclick.
Statclicks need to get removed someday, they're a pain in the ass, but this is good enough for now.
* Verify that those clicking on admin statclicks are admins
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Makes the edible component not runtime due to connect_loc_behalf when applied to turfs (#63232)
This makes it so it stops trying to use connect_loc_behalf if the parent of the edible component is a turf, just registering the signal normally instead, which should hopefully be the same functionality.
Runtimes are bad, and even if there's not really any relevant use of that proc in most cases, this is to future-proof things anyway.
* Makes the edible component not runtime due to connect_loc_behalf when applied to turfs
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* replaces "iron ass" trait with "personal space"
* ass-slapping with the personalspace trait now also checks for combat mode
* re-adds Iron Ass for Player ChoiceTM
* minor punctuation fix + added to trait description
* fixes ironass value
* add checks for counterattacks
* Update code/modules/mob/living/carbon/carbon_defense.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update modular_skyrat/master_files/code/datums/traits/neutral.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update code/__DEFINES/~skyrat_defines/traits.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update modular_skyrat/master_files/code/datums/traits/neutral.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* reremoves Iron Ass
* replaces magic numbers with defs
* remove TRAIT_IRONASS
* removes IRON_ASS check from carbon_defense
* Let's get this over with
* Of course I had to forget some of them...
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Wethide now dries into leather after burning and grilling (#63198)
You can now dry wet hide (obtainable by skinning and wetting goliath plates or other animal hides) into leather by lighting it on fire (with a bonfire grill especially, though the heat of being on fire will dry it regardless of the origin of the fire)
This also means that ashwalkers will be able to obtain leather without getting power, since drying racks require power, which, as shown in #63195, is apparenly intended and not a bug.
* Wethide now dries into leather after burning
Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>