* Fixes yet another couple TK teleportation tricks. (#62925)
Fixes airlock notes and cloth sheets cut from gauzes being teleported to the user because of TK.
* Fixes yet another couple TK teleportation tricks.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Re-paths and changes the layer of GAR glasses (#63009)
Re-paths GAR glasses to make them subtypes of each other, where applicable.
Re-names some of the icon states, to make it clearer as to what they are.
Changes the alternate_worn_layer to make them show over hair, rather than under. (Muh reference)
Subtypes good. Being able to see what you're wearing properly also good.
* Re-paths and changes the worn layer of GAR glasses
* Feex
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Abductor Frankenstein edition: How aliens got a limb grower. (#62841)
This PR will completely remove the brain traumas component of being abducted. in its place, there will be a round start limb grower machine to make up for it. All upgrade disks for the machine come in the above locker and I was even nice enough to include 50 units of synthflesh! Wow!
* Abductor Frankenstein edition: How aliens got a limb grower.
* Fixed Skyrat's abductor ships
Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* I forgot to add an achievement for getting pda bombed. (#62948)
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* I forgot to add an achievement for getting pda bombed.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* prison plates now include their name in a lot of places it was missing (#63068)
* prison plates now include their name in a lot of places it was missing
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Catwalk Tiles REVAMP + floorbot buff (#63016)
Requested to bring this upstream, so here we are now. The floorbot stuff is new though.
Adds new catwalk tiles that blend better with other flooring
Also does some improvements to floorbots, specifically:
-Auto-place catwalks in maints (now when they wander in there they'll actually be helpful!)
-Actually patch holes (they used to just lay a tile over space and call it good; crowbarring it up would show a lack of plating)
-Repairing floor tiles actually REPAIRS it, leaving the decals intact
More usable catwalks, rather than what we currently had.
Added new reskins of the Catwalk Tiles, which will blend better with other types of floor! These can be selected via a radial on the base catwalk tile, crafted with iron rods.
Floorbots will automatically place catwalks when they're in a maintenance area, and will repair damaged/burnt tiles rather than fully replacing them.
Floorbots will actually place a plating when repairing a breach with tiles, rather than haphazardly laying a tile that has space below it.
* Catwalk Tiles REVAMP + floorbot buff
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
* Toy Crossbows can be fired with one hand again (#63021)
* Toy Crossbows can be fired with one hand again
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
* Department orders now include unique circuitboards (#62830)
About The Pull Request
I missed the circuitboards in the original pr, now they have em!
Why It's Good For The Game
Not really even printable right now but they are needed to reconstruct them in case of damage
Changelog
cl
fix: department order consoles include circuitboards
/cl
* Department orders now include unique circuitboards
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Add randomized tracking beacons to all maps (#61673)
This takes the new random tracking beacon spawner and adds them to all maps. The only guaranteed tracking beacon that spawns is the one at arrivals. The rest have a 35% chance to spawn and are located in the following areas:
teleporter
AI Sat teleporter
escape
showcase
bridge
courtroom
bomb testing range
atmos
xenobio secure chamber
medbay
engineering
bar/cafe
EVA
virology
dorms
mech bay
lavaland
cargo
shooting range/security
chapel
disposals
hydro
garden
library
gateway
incinerator room
vacant office
More roguelike randomization for every round is good for the soul.
* Add randomized tracking beacons to all maps
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Refactor cult dagger rune drawing and null rod rune clearing into components + minor rune / blood magic tweaks (#62918)
The act of inscribing runes, anchoring / unanchoring cult structures, deconstructing cult girders, and purging cultists of holy water have all been moved off of the cult dagger itself and onto a component, cult_ritual_item.
The act of destroying a cult rune or heretic rune with the null rod have been moved off of their respective items and onto the nullrod itself.
Added a signal, COMSIG_ITEM_ATTACK_EFFECT, for the above purposes.
Various cult spells and dagger interactions have had their code improved slightly.
* Refactor cult dagger rune drawing and null rod rune clearing into components + minor rune / blood magic tweaks
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Donuts found in sec vendors and boxes can now be used to make glazed donuts (#62910)
* Donuts found in sec vendors and boxes can now be used to make glazed donuts
* Hopefully fixes CI
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Move current pick_weight consumers to not pass in zeros (#62940)
About The Pull Request
pick_weight_allow_zero was a backwards compatible hack, so it exists alongside pick_weight.
I would really like to just remove the old proc and just rename it, so I want to log what, if anything, is relying on this behavior, to see if it's a bug or if it needs to be handled especially in that case.
* Move current pick_weight consumers to not pass in zeros
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes some issues and an exploit with abandoned crates. (#62949)
* Fixes some issues and an exploit with abandoned crates.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Bonfire can be made with wood (#62939)
Co-authored-by: Colovorat <lolqwert569@ gmail.com>
* Bonfire can be made with wood
Co-authored-by: Colovorat <35225170+Colovorat@users.noreply.github.com>
Co-authored-by: Colovorat <lolqwert569@ gmail.com>
* Stun Batong now turns off/on constantly for short time after emp (#62943)
About The Pull Request
title
Why It's Good For The Game
i dunno, seems funny it gives more depth or something allows for more intresting interactions
Changelog
🆑
expansion: Stun Batong now turns off/on constantly for short time after emp
* Stun Batong now turns off/on constantly for short time after emp
Co-authored-by: Colovorat <35225170+Colovorat@users.noreply.github.com>
* Refactors Sign Language & Fixes Inconsistency (#62836)
Refactors Sign Language code so instead of copy-pasting the same giant wall of checks we can just use a proc.
Also now checks to see if your limb is disabled, which fixes people with disabled robotic limbs being able to sign still.
Finally, the tongue only has ORGAN_UNREMOVABLE if you attained it from the trait. I've been told that the tongue could be attained from meateors and I think that's funny as hell so I swapped that over.
* Refactors Sign Language & Fixes Inconsistency
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Exempts non-deadminned admins from all the chat filters so they can break the server rules and get banned if they want to. (#62944)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Exempts non-deadminned admins from all the chat filters so they can break the server rules and get banned if they want to.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Replacing more C-style for loops with the faster, traditional ones. (#62908)
* Replacing more C-style for loops with the faster, traditional ones.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Adds a new poster to commemorate the end of an era (#62885)
* Added a new poster
* Adds an extra layer of grime.
Co-authored-by: Farquaar <(tgGithubPW0)>
* Adds a new poster to commemorate the end of an era
Co-authored-by: Farquaar <44147031+Farquaar@users.noreply.github.com>
* Pacifists can no longer attach c4 to other living creatures. (#62903)
* Pacifists can no longer attach c4 to other living creatures.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* implements pews needing a tool to be rotated (#62373)
About The Pull Request
PR'ed for Hacktoberfest (so if this passes muster I'd appreciate it being tagged with hacktoberfest-accepted)
Pews now require a wrench in hand to be rotated
closes
Can rotate pews #50136
image
Why It's Good For The Game
This prevents people from easily messing up the chapel and publicly placed pews
Changelog
cl
add: Wooden pews now require a wrench in hand to be rotated
/cl
* implements pews needing a tool to be rotated
Co-authored-by: phasenoisepon <82134074+phasenoisepon@users.noreply.github.com>
* Gets Rid Of An Errant Space From The Baton Knockdown Message (#62865)
* Gets Rid Of An Errant Space From The Baton Knockdown Message
Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
* nitryl and stimulum merge in nitrium (#62061)
This PR is the first of a few were i'll be merging similar working gases into one.
This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases
The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?)
The PR so far:
-removed nitryl
-removed stimulum
-merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K)
-made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken
-Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas)
Less rare gases, going towards a better atmos gameplay loop
* nitryl and stimulum merge in nitrium
* Fixing blackmesa
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Ringers work now
Added entry on the list
moved PDA colors and style to character prefs
Works as far as I can tell!
* Made requested changes
Description less overly specific and meta-referencey
Sanitized input
* Adds New Aquarium Fish! (#62840)
* fish
* fixes broken stuff
* no emulsijack betrayal, emuslijacks will now reproduce
* Adds New Aquarium Fish!
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* EFT
* E
* EEE
* E
* INTO TO ORBIT
* I hate this but I'm going to ignore it.
* Seriously, fuck this.
* Update CentCom_skyrat_z2.dmm
* Update tgstation.dme
* oops
* Update positronic_alert_console.dm
* E
* carpswag (#62811)
expansion: Carpskin suits and fedoras can now be crafted using carp scales.
* Da carpskin tailoring expansion: New luxurious carpskin suit and fedora.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* Smooths the gliding of moving trams and its passengers. (#62587)
This makes the glide size of movables inside a tram match that of the platform they are on when the tram is moving (which should in turn match the tramprocess substystem wait).
This will stop slower mobs from looking all jittery when moving on a tram at the cost of a blockier movement while moving inside a moving tram*. This is a small price to pay also considering there's not much space to move around inside the tram anyway and it isn't as annoying.
*Byond/our code doesn't support concurrent glide sizes ( basically if you try to change it midmovement, it'll also update the speed of the current movement step). There's no efficient and universal solution to this.
* Smooths the gliding of moving trams and its passengers.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* The atheists fedora now makes you try to get further from god (#62821)
Co-authored-by: Thunder12345 <stewart@ critar.demon.co.uk>
* Fixes Atheism
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Thunder12345 <stewart@ critar.demon.co.uk>
* Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets. (#62813)
* Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Changes chem lockers to pharmacy access (#62531)
About The Pull Request
Changes the access requirement of chemistry lockers from chemistry access to pharmacy access
Why It's Good For The Game
It's a minor change that I'm making it mostly to remove the clutter of needing to ask a chemist, the CMO or god forbid the Captain (if you get really unlucky with how the station's roles are assigned) to open the chemistry locker in pharmacy if you want to get an empty pill bottle or medical gel as an MD. It's not going to allow anyone that wouldn't already been able to easily get the things from the locker to obtain them or vice versa, and it makes sense for MDs to have easy access to most of the items inside. It's just QoL.
If there was different code for each, I'd make this change only for the chem locker in pharmacy, but that isn't the case and having it also affect the one in plumbing has virtually no consequences
Changelog
cl
qol: changes the access requirement of chem lockers from chemistry access to pharmacy access
/cl
* Changes chem lockers to pharmacy access
Co-authored-by: FernandoJ8 <80640114+FernandoJ8@users.noreply.github.com>