* exodrone sign part 2 (#84606)
## About The Pull Request
Adds a sign for the exodrone rooms
## Why It's Good For The Game
Sub-departments usually have signs to find them easier. Exodrone rooms
are usually out of the way.
i think 2 or 3 maps have them tucked away in maint.
## Changelog
🆑
add:Exodrone signage
/🆑
* exodrone sign part 2
---------
Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* Fixes ore vents floating after a tendril collapses nearby. (#84730)
## About The Pull Request
Ore vents now provide a trait to the turf they spawn on,
TRAIT_NO_TERRAFORM, which does exactly what it says on the tin,
preventing the turf from being able to change into something else, like
a chasm. Ore vents already have `move_resist =
MOVE_FORCE_EXTREMELY_STRONG`, so they shouldn't be movable by any other
means anyway, resulting in them being stuck in the turf that they
spawned without admin tomfoolery.

## Why It's Good For The Game
Fixes#84463. Reasonably, too, we'll one day have other uses for
something that needs to avoid the turf changing on it as well such as
this.
I also sorted the turf traits because they were starting to get
non-alphabetical and I know that'll drive someone crazy if I don't fix
that while it's still early.
## Changelog
🆑
fix: Ore vents that are caught in the cross-fire of a lavaland tendril
collapsing will now spare the ore vent and it's associated turf.
/🆑
* Fixes ore vents floating after a tendril collapses nearby.
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Night Vision Goggles update (#84594)
## About The Pull Request
This is a reboot of #84550 but with way less unbearable: mesons are off
the table and I've made the night vision tonalities lighter now, while
also improving the darkness cutoffs of some of them. Btw, you can also
turn night vision googles on/off now. Each pair of departmental night
vision goggles now comes with their own tint to boot.
As always, this doesn't affect nukies and ninjas. They're almost
garaunteed to keep their googles equipped and on at all time, so it
would honestly adulterate the overall experience a little.
Now, for some pictures...
In the dark, **top** row is **old**, **bottom** row is **new**. from
left to right: security, science, standard/meson, diagnostic, health:

In the light: security, science, no goggles, standard/meson, diagnostic,
health:

The screenshots were taken from varedited goggles on the servers because
it's bit faster than booting up a local server, plus I had to finetune a
few things.
## Why It's Good For The Game
So, I kinda wanted to give a bit of screen colors to goggles that was
not some sort of "optional, by default turned off" kind of crap nobody
cares about, however my previous PR was met with a lot of criticism,
which made me rethink how to do it. I honestly don't want it to be a
burden, but I do want to make them a bit fancier tho.
Also the the medical NVs (and perhaps sec NVs) were a bit crappier than
the rest.
## Changelog
🆑
add: Night vision goggles now subtly tint your screen.
add: You can turn your night vision goggles off. Doing so removes the
tint and the eye protection malus.
/🆑
* Night Vision Goggles update
* Update clothing.dm
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* Adds examine steps and code comments to window doors. (#84498)
## About The Pull Request
Window doors, unlike many machines and structures with multi-step
construction, was lacking a set of examine instructions to let you know
how to build it properly.
This PR adds those instructions, and basic instructions for
deconstruction as well to windoors and windoor assemblies to make using
them more seemless.
Also, updates some code comments in the file while I'm here because
they're just straight up incorrect, as it turns out!
## Why It's Good For The Game
In playing a round, I had absolutely no clue on how to construct a
windoor. I quickly checked the code, only to learn that the steps were
completely wrong in the documentation too, so this should help prevent
this from being an issue going forward.
## Changelog
🆑
qol: Examining a windoor will now provide the construction steps, like
other standard buildable objects.
/🆑
* Adds examine steps and code comments to window doors.
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Improve bedsheet interactions (#84505)
## About The Pull Request
This pr simply adds drop/pickup sounds to bedsheets, replaces its
`attackby(...)` and `attack_secondary(...)` with `item_interaction(...)`
and `interact_with_atom_secondary(...)`, and makes tucking in match the
bedsheet `pixel_z` with that of the living we're tucking in. It also
removes a check that's no longer needed to allow for telekinetically
tucking someone in.
First bit of note, we use `item_interaction(...)` instead of
`wirecutters_act(...)`/`tool_act(...)` as I think tearing up the
bedsheets should be the interaction in combat mode too, and everything
under `tool_act(...)` only gets called with combat mode being off.
Second bit of note, we remove the `!user.CanReach(target)` check from
tucking people in, as I believe that's no longer necessary here. This
allows us to tuck people in telekinetically, given the bedsheets are
adjacent to the one we're tucking in.
Finally, we match the bedsheets' `pixel_z` with that of the living we're
tucking in by setting it directly, and also reset it directly when we
smooth the sheets.
I know the elevation element exists, but I believe that only cares about
living instances, and besides that really we only want this to be set
when tucking someone in rather than always. Most importantly, it works.
## Why It's Good For The Game
Using the new item interaction code is better than `attackby(...)` and
such.
Cloth sounds are nicer than no sounds, and make sense given they're,
well, cloth.
Tucking someone in with telekinesis is funny.
Previously, bedsheets would not offset their `pixel_z` to match that of
the living they're tucking in, meaning if you were to say rest upon a
table the bedsheets would always be awkwardly offset.
This fixes that.
## Changelog
🆑
code: Moved bedsheet interactions to the item interaction code. Please
report any issues.
fix: Bedsheets adjust their offset to match that of the living they're
tucking in.
sound: Bedsheets use the cloth drop/pickup sounds instead of being
silent.
qol: You can tuck someone in telekinetically.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Improve bedsheet interactions
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* exorcises hardstun weapons + death/poly wands from lootboxes (#84414)
## About The Pull Request
exorcises hardstun weapons + death/poly wands from lootboxes
pulse weapons are of the taserless variant
also all nukeop guns are unrestricted let people have fun bro
also removes the enchanted modsuit from said loot
## Why It's Good For The Game
getting instantly paralyzed with a ranged gun is not fun, never will be
so we just remove those
also being able to use the guns you get from an admin
shitspawn/deathmatch prop is pretty much a fix???
polymorph wands and death wands are stupid and are just taser++ except
they kill you outright (polymorph could make you a rat that would count
as dead personally)
enchanted modsuit entirely shuts down basically 90% of other players
spells which basically invalidates the entire ragin mages map (which
sucks anyway)
## Changelog
🆑
balance: removed tasers, the unfirable turret gun, death wand, polymorph
wands and the enchanted modsuit from lootbox loot tables
fix: lootbox guns should now mostly not have syndicate firing pins so
you can actually use them
/🆑
* exorcises hardstun weapons + death/poly wands from lootboxes
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
* Bedsheet bin interaction improvements (#84510)
## About The Pull Request
This pr just replaces the bedsheet bin `attackby(...)` with
`item_interaction(...)`, adds usage screentips to bedsheet bins, adds
more balloon alert feedback to failing to hide items in bedsheet bins,
and added `silent = FALSE` to the `user.transferItemToLoc(tool, src)`
calls' parameters such that putting items in isn't silent.
Main thing to note is that we skip hiding items when in combat mode,
such that you do not try to hide the item you are currently trying to
beat up the bin with.
Tiny second thing to note is that we explicitly `return .` in
`add_context(...)` due to adjusting the value of `.`.
## Why It's Good For The Game
Better to update `attackby(...)` to `item_interaction(...)`.
I think item interactions being internally consistent is more intuitive;
left click always being hiding feels nicer than left click being hiding
_except_ for tools where it's right click.
Then, I think hiding should be left click as "putting something in" is
the primary item interaction we're expecting, parallel to tables or
storage or racks or somesuch.
Nice to have screentips.
Nice to have more failure feedback.
Nice when things aren't silent.
## Changelog
🆑
code: Moved bedsheet bin interactions to the item interaction code.
Please report any issues.
qol: Made bedsheet bin tool interactions right click, such that left
click is consistently for putting in items.
qol: Added usage screentips to bedsheet bins.
qol: Added more feedback to failing to hide items in bedsheet bins.
sound: Made putting items in bedsheet bins not silent (If the items have
associated pickup/drop sounds).
/🆑
* Bedsheet bin interaction improvements
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
* Implements Cardinal Smoothing Support, Misc Smoothing Cleanup (#84402)
## About The Pull Request
[Implements a new cardinal only bitmask smoothing
mode](d565564918)
The icon cutter supports generating cardinal only dmis, we should
support using them.
This is fairly trivial, just involves skipping a step to handle
diagonals.
While I'm here, makes adding new smoothing modes easier by creating a
"using smoothing" group define
[Removes undef for smoothing
junctions](4c0a4d6e34)
It is useful to be able to reference these in the general codebase, they
should not be considered scoped to just icon smoothing
[Fixes a copypasta issue breaking burn states for asteroid
snow](a41b31dbe2)
[Removes SMOOTH_BROKEN_TURF and
SMOOTH_BURNT_TURF](8a9a340728)
Bitflags should not be this specific, this should be a var on
/turf/open, so that's what I'm making it.
## Why It's Good For The Game
Upstreams a bit of wallening work, cleans up the codebase some
## Changelog
🆑
fix: Some varieties of snow now visually melt properly again when burned
/🆑
* Implements Cardinal Smoothing Support, Misc Smoothing Cleanup
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Vent-spawned wendigos no longer create one-way portals (#84230)
## About The Pull Request
Creates a vent-specific wendigo subtype that will not spawn a portal
upon death
## Why It's Good For The Game
Fixes#84119
## Changelog
🆑
fix: Vent-born wendigos no longer create one-way portals
/🆑
* Vent-spawned wendigos no longer create one-way portals
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* fixes cyborgs and monkeys not being able to buckle to chairs (#84113)
## About The Pull Request
closes https://github.com/tgstation/tgstation/issues/84047
## Changelog
🆑
fix: fixed cyborgs and monkeys not being able to buckle to chairs
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com>
* fixes cyborgs and monkeys not being able to buckle to chairs
---------
Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com>
* Adjustments to athletics experience gain (#84258)
## About The Pull Request
Punching bags are now an actually reasonably alternative to the workout
machines for gaining athletics experience. They should be roughly
equivalent for stamina drain to experience gained.
Boxing in of itself is now a much better method of gaining athletics
experience. This encourages you to actually spar with people to train.
## Why It's Good For The Game
The punching bag is the single worst method in the game for getting fit.
The reason is likely that the math was never actually checked for
experience per stamina spent. While technically, it is possible to earn
this experience faster in a small window of time than the machine, you
are always still limited by your stamina drain. The rewards are
effectively dreadful for using the punching bag.
Boxing in of itself didn't give very good rewards despite being the
focus of Athletics. Now, getting punched by a boxer and punching a boxer
give pretty reasonable amounts of experience. Since it only matters for
boxing, it isn't exactly a Monk 2.0 scenario :U
## Changelog
🆑
qol: Punching bags are now a equal method of training to the fitness
machinery.
qol: Boxing grants more experience overall for participation.
/🆑
* Adjustments to athletics experience gain
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Holodeck closet & crate items are marked as holograms (#84326)
## About The Pull Request
- Fixes#83834
- Fixes#74765
When a holographic closet/crate is opened for the 1st time all their
items are marked as holograms & get deleted when the simulation is
changed
## Changelog
🆑
fix: Holodeck closet & crate items are marked as holograms as well
fix: Holodeck closet & crate items delete themselves when the program is
changed
/🆑
* Holodeck closet & crate items are marked as holograms
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Removed tank dispenser UI (#84313)
## About The Pull Request
Removed tank dispenser UI, making the tanks dispense on left and right
clicks instead.

## Why It's Good For The Game
Less clicks.
## Changelog
🆑
del: Removed tank dispenser UI to use left/right clicks instead
/🆑
---------
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
* Removed tank dispenser UI
---------
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
* wawastation stand-in shuttle (#84232)
## About The Pull Request

"Due to a recent clerical error in the funding department, a lot of
funding went to lizard plushies. Due to the costs, Nanotrasen has
supplied a nearby garbage truck as a stand-in. Better learn how to share
spots."
## Why It's Good For The Game
every station has its shuttle
## Changelog
🆑
add: wawastation stand-in shuttle
/🆑
* wawastation stand-in shuttle
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
* Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)
## About The Pull Request
Fixes#84170
Adds pen clicking and changes some of edagger and pendriver code to use
it instead.
Also replaces most pen typechecks to writing implement checks where it
makes sense, so now you can rename things with everything you can write
with (crayons)

Twisting pen caps (for traitor uplinks) has been moved to ctrl + click
instead.
* Adds pen clicking, changes most pen typechecks into writing implement checks
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Removes the locker staff from Ragin' Mages deathmatch (#84060)
## About The Pull Request
See title, removes this particular staff from the loot list.
## Why It's Good For The Game
Locker staffs only serve to drag out the match unreasonably, while
denying everyone involved their time and fun. It's boring to be the
person trapped in one having to wait a whole minute to resist out, and
it's boring to be the last other person left alive unable to finish the
match because you can't find the other guy who is actually stuck in one
of the 20 lockers scattered across the arena.
## Changelog
🆑
del: Locker staffs have been removed from the Ragin' Mages deathmatch
lootcrate pool.
/🆑
* Removes the locker staff from Ragin' Mages deathmatch
---------
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
* Misha - the bear (#83949)
## About The Pull Request

Adds Misha the bear to icebox HoS office, a snow bear with the same
health stats as Sgt. Araneus.
## Why It's Good For The Game
With how easy it is to break into the HoS office on icebox (you don't
need any space protection) it never made sense to keep a slow pet in the
office. The bear is fast and deals 15 damage, while also resistant to
cold.
I think it adds more depth that the HoS tamed a bear on icebox and
trained it. Also the bear fits the map.
## Changelog
🆑 grungussuss
add: Added Misha the bear to the HoS office on icebox.
/🆑
* Misha - the bear
---------
Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
* Updates The Lizard's Gas (Lavaland ruin) (#83278)
## About The Pull Request
Before:

After:


Notable changes:
Sinks replaced with custom liquid plasma dispensers.
Welding fuel tanks are now outside.
Solid plasma sheets removed.
Stony road is now a new tile, asphalt.
Added a plasma gas tank, with a controller inside.
You can refill plasma canisters using piping connectors, like the space
version of this ruin.
Shortened the road to make the ruin play nicer with terrain generation.
Expanded the back room slightly.
Moved the lizard to the back room so he aggros watchers and bileworms
less.
Gave the lizard a name, and adds a missing lizard plush.
Reinforces the outside walls/windows.
Adds some flavour items (trash spawners, posters and empty canisters).
## Why It's Good For The Game
There was a bunch of little things that annoyed me about this ruin, so I
went through and changed a lot.
Replacing the solid plasma and welding fuel sinks was important because
those were silly and added little to gameplay. The plasma chamber can be
siphoned off into canisters and taken to the station where they can be
sold, or sabotaged to create fiery clouds. Instead of removing the sinks
entirely, I made them dispense liquid plasma instead and changed the
sprites. Making them into solid sheets is a fun puzzle for miners to
solve.
The road also had to go. The pipes appearing above ground looked awful
and the decals didn't work. So now it's a section of asphalt road. The
asphalt can be removed, it's basalt underneath. This helps the outside
match Lavaland's pallette better. The road was shortened to make the
ruin more compact and look better when it generated over lava, I hated
the roads ending cleanly in the middle of a lava lake.
The inside didn't get changed a lot. Atmos was fixed so it filters out
Lavaland stink. Some minor cosmetic stuff like adding posters to bare
walls and moving the freezer section away from the door. The backrooms
got expanded and now has a sofa so it's more usable as a break room.
## Changelog
🆑
add: The Lizard's Gas ruin in Lavaland has been revamped, and now
dispenses plasma gas fuel.
/🆑
* Updates The Lizard's Gas (Lavaland ruin)
* Updates tiles
---------
Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* make janitorialcart hold more water (#83829)
not 3 buckets in a trench coat
## About The Pull Request
the cart is big so it should hold more water
## Why It's Good For The Game
hives human janitors a point vs borgs or an assistant pulling a clean
bot
* make janitorialcart hold more water
---------
Co-authored-by: lizelive <github@lize.live>
* Fixes catwalk deconstruction not yielding iron rods (#83909)
## About The Pull Request
Fixes#83875.
## Why It's Good For The Game
I was able to reproduce this bug in master, catwalk deconstruction
should definitely return the materials used.
* Fixes catwalk deconstruction not yielding iron rods
---------
Co-authored-by: MGOOOOOO <97645027+MGOOOOOO@users.noreply.github.com>
* Adds logging for ore vent mobs spawned and killed (#83942)
## About The Pull Request
Basically what the title says. Adds logging for every mob spawned by an
ore vent by type (bosses included). Adds similar logging for spawned
mobs being killed, that way people can tell if vents are being cheesed.
## Why It's Good For The Game
Logging is good. Also this:

## Changelog
No player facing changes.
* Adds logging for ore vent mobs spawned and killed
---------
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
* Tram door fixes (#83672)
## About The Pull Request
- Fixes the emergency open spamming infinitely on bump open
- Tram doors have an associated assembly, can be repaired, rebuilt, and
constructed
- Adjusted door timings to better match the animation, no longer getting
briefly stuck on an invisible, open door
## Why It's Good For The Game
Fixing little issues that have surfaced
## Changelog
🆑 LT3
fix: Tram doors can now be constructed and assemblies built
fix: Emergency opening tram doors no longer spam balloon alerts
fix: Tram doors open faster on arrival
fix: Tram doors correctly force close on attempt 3
/🆑
* Tram door fixes
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople)
* [MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#2314)
* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople)
* Modular adjustments (vox, teshari names)
* Update yangyu.dm
* Delete language.dm
* Remove language.dm override
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Fix 2
* fix 3
* Update monkeys.dm
* test fix
* One modular adjustment
* Ticked
* yeah
* unhardcodes modsuit parts (#82905)
see #70061 but i almost finished it, i only need to go through every
single module and assign it a fitting part
🆑
refactor: modsuits have been refactored if you see bugs report them
fix: admin cargo tech modsuit outfit now works correctly
/🆑
---------
Co-authored-by: Andrew <mt.forspam@gmail.com>
* Revert "unhardcodes modsuit parts (#82905)"
This reverts commit 622968a8e5e9cd142cb4d19bf9775f084a4c17d9.
* Removes language.dm and duplicate species() proc
* Removes modular language subsystem
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Andrew <mt.forspam@gmail.com>
* Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem
* Merge branch 'master' of https://github.com/tgstation/tgstation
* Moves everything I can think of to the subsystem
* Seems to be working fine now
* makes it compile
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
* making installing card readers and airlock electronics into closets easier and more intuitive. (#83664)
## About The Pull Request
Before, you would have to weld the closet to perform any actions with
its electronics, now it only needs it to be closed and unlocked.
## Why It's Good For The Game
I think having to weld the locker before installing electronics didn't
make sense, nor was it intuitive as after asking any player how to do it
- they would say you can't since no one knew you had to weld it, in part
this can be blamed by the examine tips but I think this is much better.
## Changelog
🆑
qol: you now don't need to weld a closet to install/uninstall
electronics/card readers.
/🆑
* making installing card readers and airlock electronics into closets easier and more intuitive.
---------
Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
* Fixes grammar in cat_house.dm (#83651)
## About The Pull Request
Capitalizes and adds a period to the inspection text of the cat house.
## Why It's Good For The Game
Grammar is good. I like grammar.
## Changelog
🆑
spellcheck: Changed grammar in cat_house.dm
/🆑
* Fixes grammar in cat_house.dm
---------
Co-authored-by: vendingmachine24 <109557428+vendingmachine24@users.noreply.github.com>
* Toilet and urinal updates (flushing dead fish included) (#83490)
## About The Pull Request
I split the water closets file into a folder for all the different
structures and also did a few other things
1. Remakes https://github.com/tgstation/tgstation/pull/81914
2. Reworks toilets, it’s now Alt Click to open/close the cover, left
click takes things out of the toilet and cistern, right click flushes
3. You can now put dead fish in the toilet to flush it
4. Adds context tips to toilets.
## Why It's Good For The Game
When I was a 7 year old boy, I had a friend goldfish named Jeremy. He
was my greatest friend until one day when my brother told me it’s for
babies and flushed him alive down the toilet, and I’ve never seen it
again.
Closes https://github.com/tgstation/tgstation/issues/81903
Lets you flush down people’s fish in the toilet, and re-experience their
loss.
This was inspired by my lawyer fish PR, to add things more on the
non-fishing side of fish.
## Changelog
🆑
add: You can now flush toilets. You can also put fish in the toilet. And
flush them.
fix: Urinals can no longer be used to delete items.
fix: Urinals no longer grant infinite urinal cakes.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>
* Toilet and urinal updates (flushing dead fish included)
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Fixes#83575
Kinda my fault, I looked at
https://github.com/tgstation/tgstation/pull/83450, thought the railing
code was weird and then forgot or something.
I've reverted the changes and instead changed the map to not spawn walls
on railings, which I probably should've done when I made the area
🆑
fix: Fixes railings being invisible
fix: Snow walls dont spawn on railings anymore in icebox
/🆑
## About The Pull Request
NODE Drones now have higher move resistance
(MOVE_FORCE_EXTREMELY_STRONG), preventing them from being bumped off the
node, pulled away, or lifted away by a fulton extraction kit.
As an extra layer of assurance, the NODE Drone will depart from the site
if it is moved off of its vent.
## Why It's Good For The Game
Closes#83164.
I'm pretty sure these things shouldn't really be ever moving off of
their vents.
## Changelog
🆑 Rhials
fix: You can no longer force NODE Drones off of ore vents. That includes
using fulton packs!
fix: When a NODE Drone is forcibly separated from its vent, it will fly
away.
/🆑
## About The Pull Request
Tin. Another annoying spurious runtime that is caused by
create_and_destroy spawning weed nodes (which delete the weed at their
loc). It was doing this before the weed finished initializing sometimes.
Fixes https://github.com/NovaSector/NovaSector/issues/2494
Tested with 10 back to back CI runs, runtime did not occur.
* Fixes some grammar in wall sign descriptions (#83372)
## About The Pull Request
Fixes some grammar errors in some of the department wall signs, mostly
adding "the" to the sign descriptions and tweaking a few misplaced
capitals.
## Why It's Good For The Game
A minor grammar mistake has been eliminated. (Grammar is nice.)
## Changelog
🆑
spellcheck: A handful of grammar errors in some department signs has
been fixed.
/🆑
* Fixes some grammar in wall sign descriptions
---------
Co-authored-by: Derpguy3 <85206687+Derpguy3@users.noreply.github.com>
* Fix airlock assembly renaming examine grammar issue (#83365)
## About The Pull Request
At some point the examine line about what the resulting airlock will be
named got split off into a separate statement, but in the process some
things got crossed and it doubled up on the final half of the line.
Currently, an airlock might state:
> There is a small <i>paper</i> placard on the assembly labelled ",
written on it is 'Public Garden'".
So we cut out the ` labelled \"[doorname]\"` part and go back to just
having the `, written on it is '[created_name]'` part.
> There is a small <i>paper</i> placard on the assembly, written on it
is 'Public Garden'.
## Why It's Good For The Game
Comprehensible examine for airlock assemblies.
## Changelog
🆑
spellcheck: Examining a renamed airlock assembly no longer says it has a
paper placard that is "labelled with written on it is".
/🆑
* Fix airlock assembly renaming examine grammar issue
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
* Trimming the fat
* Trimming the fat
* Update mushpeople.dm
* Adds colorblindness as a mild brain trauma (#76527)
What the title says.
The brain trauma makes the whole screen monochrome until cured.

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).
🆑
add: Added colorblindness as a mild brain trauma.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fix species `var/hair_color` not being used for, well, hair color (#82168)
`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"
But at some point that got completely lost and now it's only used for
sprite accessories
This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.
🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑
* Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)"
This reverts commit c4cb756.
* Revert "Adds colorblindness as a mild brain trauma (#76527)"
This reverts commit eb815f5.
* Update _species.dm
* unused var
* Caps list..
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Attempts to fix CI errors
* Update cap.dm
* Update _external_organ.dm
* Update monkey.dm
* Revert "Update monkey.dm"
This reverts commit 29f54c8.
* Revert "Update _external_organ.dm"
This reverts commit 8de5ea7.
* Update _external_organ.dm
* Revert "Update _external_organ.dm"
This reverts commit 644cc56.
* Fix CI maybe?
* Update cap.dm
* Update DNA.dm
* Some cleanup/updating to upstream
* Update global_lists.dm
* Mush
* Update mushpeople.dm
* Hopefully the last fix
* Doing this differently
* Update organ.dm
* Update organ.dm
* Update organ.dm
* Update organ.dm
* Update organ.dm
* OK
* Update organ.dm
* Update podpeople.dm
* maybe
* Hm
* Hm
* Will this break things?
* Revert "Will this break things?"
This reverts commit bd288c6.
* Test
* Update organ.dm
* Update organ.dm
* Revert "Update organ.dm"
This reverts commit ca77ff9.
* Update organ.dm
* .
* .
* .
* Update snail.dm
* Monkeys now use height offset (and monkey tail works) (#81598)
This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).
This reverts a lot of changes from
tgstation/tgstation#73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.
I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).
Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):
Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)
* Removes unneeded files
* Revert "Removes unneeded files"
This reverts commit 6469d37.
* .
* ok
* Update tails.dm
* Update monkey.dm
* Fix monkey screenshot test
* Update species.dm
* Update reinf_walls.dm
* Maintenance
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
Changes all player-facing instances of "recieve" to the correct spelling
"receive". There are still a handful of instances in the code, but this
PR doesn't mess with those.
## Why It's Good For The Game
It's important to speel things correctly.
## Changelog
🆑
spellcheck: Correctly spells "received."
/🆑