* Gasmaks tint and tint calculation update (Oranges approved edition) (#62947)
About The Pull Request
Gasmaks apply a darkening overlay similar to the welding one but much lighter and open.
Without mask
nomask
With mask
covid
With mask and sunglasses
image
Note that other items that apply tint haven't been changed if worn on their own (sunglasses don't darken the vision) but will increase the darkening effect if staked (mask + sunglasses will give an even darker overlay).
Oranges' approval
dad2
Why It's Good For The Game
All upside and no downside are no fun.
Changelog
cl
balance: gasmasks give a slightly darkening overlay, effect will stack with other items that have tint.
code: tint code has been updated to properly work.
/cl
* Gasmaks tint and tint calculation update (Oranges approved edition)
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Synthesizers and headphones can now have circuits! (#62825)
About The Pull Request
A circuit and shell components have been added to Synthesizers (headphones and spacepods included, though with a reduced capacity because of their size), so they can now be used for wiremod. Just like for instant cameras, no shell design here. They are meant to be found in dorms or maybe ordered from cargo.
Why It's Good For The Game
The station outside the sci department has plenty of USB ports stuff but is lacking when it comes to circuits shell. This is another small step toward a better and more applicable wiremod.
Changelog
cl
expansion: Synthesizers and headphones can now have circuits installed.
/cl
* Synthesizers and headphones can now have circuits!
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Downgrades the purchasable knives in cargo from 20 force knives to 15 force knives, moves them from Security to Service (#62870)
About The Pull Request
Downgrades the purchasable knives in cargo from Combat Knives to Survival Knives, moves them from Security to Service.
Closes#63122
Why It's Good For The Game
Security really does not need pocket 20 force sharp weapons with wound bonuses hidden in their shoes that are also literally nuke ops gear. This was incorrect.
Security players were, evidently, ordering these every single shift roundstart. I'm going to ask about pulling cargo ordering stats soon to get actual numbers but this was one of the more often ordered crates.
Changelog
cl
balance: Downgrades the purchasable knives in cargo from Combat Knives to Survival Knives, moves them from Security to Service.
/cl
* Downgrades the purchasable knives in cargo from 20 force knives to 15 force knives, moves them from Security to Service
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Helium production with proto nitrate. Adds back radiation emission from some gas interactions. (#62534)
About The Pull Request
Proto nitrate BZ response with less than 30 moles of BZ will now produce nitrogen, helium, and plasma. Tritium combustion, proto nitrate BZ response (BZ under 30 moles), and proto nitrate tritium response will now irradiate once again. Atmospheric reactions that release radiation will be able to release radiation, even if they're in a pipenet or any gasmixture.
The reaction rates for BZ and tritium response has changed, and is the product of their over the sum of their moles. Proto_nitrate is weighted more in tritium response, but the optimal composition for fastest reaction is not the same as their consumption rates.
Why It's Good For The Game
Proto nitrate is an uncommonly used gas. This PR removes one of the restrictions of the reaction, and allows an alternative way to produce helium. Just deleting BZ is useless and weird. Radiation emission from some gas reactions is added back because they weren't meant to be removed.
Changelog
cl
balance: Proto nitrate BZ reaction will now produce gases, instead of just deleting BZ. The gases it produces is nitrogen, helium, and plasma.
balance: Tritium combustion and proto nitrate tritium response will release radiation again, even if it's in a pipenet or canister. Proto nitrate BZ response will also release radiation.
balance: Proto nitrate BZ and tritium responses reaction rates has been changed and is no longer capped at 5 moles per second. Given a fixed amount of combined moles, the composition for the fastest reaction rate in tritium response is different than the composition of the consumption rates.
balance: Energy released from proto nitrate BZ and tritium responses has been increased.
balance: Proto nitrate BZ response hallucination and gas production now occur at the same time, instead of hallucinations only appearing below 30 moles and gas production + radiation (previously it just deleted BZ) above 30 moles.
/cl
* Helium production with proto nitrate. Adds back radiation emission from some gas interactions.
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* CO2+O2 to Pluox conversion for the Supermatter again. (#62626)
About The Pull Request
Now that radiation waves are gone, the SM isn't capable of generating Pluox, actually the only way to generate Pluoxium is with a reaction mix of O2/Plasma/Tritium at low pressure, something that I assume most of the Atmos players don't even know about as the SM was the main and efficient way to generate Pluox.
The change also removed Pluox as an annoying waste gas on the SM, not the biggest of nerfs but...
So I copied the way the SM reacts with Miasma to generate extra power (bet most people don't know about this either.) for parity on how the SM only reactions work, but with a few changes to work better with a high power charged CO2 SM compared to a Miasma one.
The main change compared to the Miasma reaction is that it scales less with power and more with pressure, a High pressure and low power CO2+O2 SM should be the most efficient/safe way to make Pluox, a different kind of challenge to the low pressure high power CO2 SMs we have already.
Also, the amount of Pluox generated might need tweaks, but it is nothing compared to the production of old Radiation charged SMs.
Why It's Good For The Game
When I was a lil baby Atmos Tech, I looked at the Pluox generation reaction and had such high expectations.
"Wow, I can make more efficient Pluox internals to give away, I can flood the Station with Pluox instead of O2 and it will prevent fires and allow Plasmamen to vibe!"
Such cute thoughts that never really got into reality because the task is gargantuan without much return... still cute thoughts that I hope new Atmos players at least try.
Something something S O U L.
Changelog
cl Guillaume Prata
expansion: After a short break, the Supermatter is back again at the her hard working and slightly different Pluoxium generation business.
/cl
* CO2+O2 to Pluox conversion for the Supermatter again.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* performance improvement for process_cell() (#62730)
About The Pull Request
Increase performances on /turf/open/process_cell() by changing a typed for and making use of as anything, plus removed unnecessary proc call
Why It's Good For The Game
The test has been done in a controlled environment, a 7x7 airless room with one canister of plasma and one canister of oxygen released inside. The profiling ran from the start of the fire to the end of it.
Before any changes:
image
After the as anything forloop:
image
After the archive() removal:
image
Changelog
cl
code: increased atmos performances a bit more
/cl
* performance improvement for process_cell()
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* the boat in a bottle is now resistant to both lavaland lava and icebox/snowdin plasma rivers (#62951)
About The Pull Request
Title.
Why It's Good For The Game
It can be found on both lavaland and icebox but due to an oversight it only works on lava.
This will fix#51505. <--- Whoneedsspace misread the issue and thought it was only about normal boats.
Changelog
cl
fix: The ship-in-a-bottle is now resistant to icebox/snowdin plasma rivers.
/cl
* the boat in a bottle is now resistant to both lavaland lava and icebox/snowdin plasma rivers
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Portable atmos machines can properly forget their destroyed tanks. (#63162)
Tanks can be overpressurized due to insane temperature/heat_capacity deltas or reactions happening inside it. All of this can occur inside cans. If they explode players wont notice it bluescreening, which happens most of the time due to the can dying. If they don't explode players do, this is one such case.
* Portable atmos machines can properly forget their destroyed tanks.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* Fixes ed-209 construction not being completable (#63156)
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
* Fixes ed-209 construction not being completable
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
* Make consistent capitalization of reagent names (#62850)
Fixes capitalization of several reagents to consistently capitalize them.
It's possible I've missed some, but I used a regex search to find them in the first place, so any I missed probably have malformed syntax.
Closes#62757
Why It's Good For The Game
Consistent spelling and capitalization looks good and helps readability.
Changelog
cl
spellcheck: Made reagents consistently capitalized.
/cl
* Make consistent capitalization of reagent names
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Adds the ventriloquism behavior to disembodied heads. (#63143)
What is says on the tin. Same behaviour as a mime's dummy, except with more bodily injury.
The only thing this PR's missing is proper in-hands for heads but that's a much larger undertaking out of scope for this coder.
* Adds the ventriloquism behavior to disembodied heads.
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
* Fixes cleanbot icon state, as well as removing redundant bloat (#63001)
* Fixes cleanbot icon state, as well as removing redundant bloat
* Update cleanbot PR to use new botflags
* Fixes cleanbot icon state, as well as removing redundant bloat
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Fix nuke ops leader not having an antag HUD to other nuke ops (#63091)
* Fix nuke ops leader not having an antag HUD to other nuke ops
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Da thick blast update: blastcannon resprite. (#62976)
The old blastcannon is one of the worst sprites in the game, and the old inhand is tiny.
A weapon that instagibs people should probably have a prominent inhand and now it does! Probably the biggest inhand of any item...
Changelog
cl
imageadd: The blast cannon & blast wave projectile has new sprites.
/cl
* Da thick blast update: blastcannon resprite.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* The camera circuit will now actually work. (#63106)
* The camera circuit will now actually work.
* Update camera.dm
* Update camera.dm
* The camera circuit will now actually work.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Antagonist Flavor 2: Malfunction Comes in Many Flavors! (#62774)
Malfunctioning Ais now get their own special antagonist panel, and roll for backstories much like traitors! As before, these are simply suggestions to encourage roleplay while you server wipe as the funny box.
* Antagonist Flavor 2: Malfunction Comes in Many Flavors!
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Adds spaces to captain's wintercoat. (#62995)
Captain's wintercoat now has spaces separating between some words.
* Adds spaces to captain's wintercoat.
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Added alt jobs names actually doing something.
* Also add late join announcements.
* Fix custom roles showing up first in crew monitor
* Cleanup to match upstream changes
* Updates from review, also improve both tgui manifests
* Compromise for Skyrat edit notes vs JSX vs linter
* Compromise for optimization vs not making a horrible mess of passing client around
* Follow module rules
* Revert no longer true changed to customization readme
* Update dme
* Fixed comments for alt titles
* Upgrade module
* mechfab design
* techweb
* the guts of the pr
* give the module a construction time
* add a charge safety
* Update robot.dm
* rid the commented dmi
* begone single letter vars
out of this house
* begone comment
* no more INDUCER
* more single letter vars have been escorted to the graveyard
* W stands for Weapon
* how many fucking single letter vars can exist in one file
* man i should really compile this stuff
* replaces camels with snakes. terrible for camel sales.
* the FBI came and took the illegal camels in my basement
* Update modular_skyrat/modules/borg_buffs/code/robot.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* annihilate the tool checks.
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* suggested variable rename
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* More variaable rename
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* falsify
* adds a proper health and safety check to the code
* oops
* makes the upgrade cheaper. ore silo rejoice
* Revert "makes the upgrade cheaper. ore silo rejoice"
This reverts commit d86de129995074073d67c22084f355f6ddebeceb.
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@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>
* Fixes tend wounds being inacessible without an operating table + computer (#63079)
* Fixes tend wounds being inacessible without an operating table + computer
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Upgrades the Fission360 app to be more on par to the old pinpointer (#63045)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Upgrades the Fission360 app to be more on par to the old pinpointer
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes clown mobs spawning banana peels on turfs they can't reach or while inside closets and other objects. (#62923)
See the title. They previously ignored whether they were on a turf or not and used get_atmos_adjacent_turfs, which also included turfs on above and below z-levels, to get the list of adjacent turfs.
This will fix#62828:
Create one of many eldritch clown demons that passively spawn banana peels below or around them.
Place said clown demon into a bluespace bodybag and walk around the station.
Banana peels will follow you in your wake, with no clear cause. Confuse and annoy everyone.
* Fixes clown mobs spawning banana peels on turfs they can't reach or while inside objects
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Adds timezones to US Thanksgiving so it doesn't pop early (#63046)
* Adds timezones to US Thanksgiving so it doesn't pop early
Co-authored-by: cacogen <25089914+cacogen@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>
* The CentCom-ening Part 3: The total sprite makeover (#63029)
imageadd: every Central Command outfit have been either redesigned or reshaded
* The CentCom-ening Part 3: The total sprite makeover
Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
* Better emotes and auto-punctuation.
* Making ' and " work, adding ' to the characters that cause the space to get removed
* Making one part use RegEx
* Makes this even better.
* Removing auto-punctuation
* Improving subtler code, again.
* Time to test this out instead
* Properly fixing it, while also making it more efficient, yeet!
* Fixes hydroponics tray icon on spading / changing seeds (#62900)
Fixes#62893
Updates the appearance of a tray after a new seed is set. I didn't include an update_icon argument since I feel that changing the seed should always change the icon, but I can if it's needed.
Why It's Good For The Game
Makes plants you destroy actually go away.
Changelog
cl Melbert
fix: Spading plants correctly updates the tray icon again
/cl
* Fixes hydroponics tray icon on spading / changing seeds
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* shoes (#63025)
* Allows you to tie shoes in your hand again (and stops you from tying shoes without laces)
Co-authored-by: Seth Scherer <supernovaa41@protonmail.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>