Commit Graph

61 Commits

Author SHA1 Message Date
necromanceranne
89ac4472f5 Adds the surplus energy sword; the mall katana of the future. (#92544)
## About The Pull Request

<img width="911" height="517" alt="image"
src="https://github.com/user-attachments/assets/631d5254-95a4-42d5-ae07-f58a815a1976"
/>

Adds the surplus energy sword. This is found in the black market with a
reasonable probability of being stocked but at a pretty high cost.

The weapon otherwise functions as an energy sword, but with a
significantly lower amount of damage if you're not hitting someone who
is in a compromised position; such as being prone, staggered, attacked
from behind or incapacitated (like stuns).

After 20 hits, you need to recharge the sword by clicking it with the
right mouse button. After an interaction timer, the weapon recharges to
full. You can do this early if you'd like.

Energy swords default to WEIGHT_CLASS_HUGE while active.

## Why It's Good For The Game

I've seen a few folk complain about a lack of particularly interesting
and potent melee weapons that might be floating around to find and
acquire. It'd also be somewhat funny for an actual traitor to have to
get through a pack of goons wielding shitty knockoffs of their own
energy sword.

This was actually my first ever idea for a PR back when I was first
starting the game but had absolutely no idea as to how to code or
anything. I was hardstuck on this for a long ass time. Now I guess I'm
doing it because I was reminded abotu that fact.

## Changelog
🆑
add: Adds the surplus energy sword; the mall katana of the future. It
cuts like shit, but if you're desperate enough, you could kill someone
with it. Just remember to keep it charged.
balance: Energy swords are huge objects while activated.
/🆑

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-08-21 20:08:50 +02:00
Thunder12345
260960d6f4 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
2025-08-12 18:30:25 -04:00
Thunder12345
d97c57b263 The Glitterening (#92226)
## About The Pull Request

Adds a number of new capabilities to glitter.

- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>

- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>

- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>

Resprited glitter to support these changes and make it not look like gas
(or ass).

## Why It's Good For The Game

It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.

## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
2025-08-03 00:25:58 +10:00
Y0SH1M4S73R
fa573fa539 Adds the self-surgery skillchip as a fairly rare black market item (#91606)
## About The Pull Request

This PR adds a skillchip that allows the user to perform normal
surgeries on themselves, albeit with a 1.5x speed penalty and a flat 33%
increase to the probability of screwing up each step. You can find this
skillchip occasionally on the black market. It is also contraband, and
can be detected by n-spect scanners.

## Why It's Good For The Game

Provides a risky alternate means of obtaining surgical intervention,
such as if you either can't trust anybody else to do surgery on you or
can't be trusted to have certain surgeries done on you.

## Changelog

🆑
add: The Centcom Department of Import Control has become aware of the
use of highly-illegal and medically dubious self-surgery skillchips
aboard company stations. We suspect they are being sold to the station
through the black market.
/🆑
2025-07-05 17:43:54 +10:00
OnlineGirlfriend
72436b9b8d [Ready] Add girlypop posters (#91102) 2025-05-13 01:57:43 -04:00
SmArtKar
eb2796831b [MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request

Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

![dreamseeker_Ywd4jQcy3t](https://github.com/user-attachments/assets/7ce0e549-9ecd-4a8a-98ea-12e00754bdd9)
* In order to support the new pill mechanics, stomachs have received
contents. Pills and items that you accidentally swallow now go into your
stomach instead of your chest cavity, and may damage it if they're
sharp, requiring having them surgically cut out (cut the stomach open
with a scalpel, then cauterize it to mend the incision). Or maybe you
can get a bacchus's blessing, or a geneticist hulk to gut punch you,
that may also work. Alien devour ability also uses this system now. If
you get a critical slashing wound on your chest contents of your cut
apart stomach (if a surgeon forgot to mend it, or if you ate too much
glass shard for breakfast) may fall out. However, spacemen with the
strong stomach trait can eat as much glass cereal as they want.

Pill duration can also be chosen in ChemMaster when you have a pill
selected, 0 to 30 seconds.

![image](https://github.com/user-attachments/assets/1f40210e-74dd-49c2-8093-432a747ac8dd)

## Why It's Good For The Game

Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).

## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
2025-03-13 17:31:37 +01:00
necromanceranne
0619c2a21c Replaces the surplus rifle from the gang mode era with the Sakhno SKS semi-automatic rifle (#89453)
## About The Pull Request

No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm
talking about the dinky shitty rifle you find in the snow resort away
mission. The one with a 3 second cooldown between shots and fires 10mm.

The Sakhno SKS semi-automatic rifle fires at the same rate as standard
semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a
x0.5 damage multiplier (so does 30 damage rather than 60 damage per
shot), and has 10 rounds in its internal magazine. Stripper clips come
in sets of 5, so you'll need two clips to fully load the rifle.


![image](https://github.com/user-attachments/assets/5de3752f-a664-4c8f-8d44-9f3ea6a3d8d1)

You can get the Chekhov version of the weapon from the resort, but you
can also acquire a parts kit from the black market. Put together with a
stock and receiver, you get yourself a (empty) fresh new SKS. You can
also acquire the ammo via the black market as well.


![image](https://github.com/user-attachments/assets/d5af5abd-3dba-463d-81dd-402291f534b6)

## Why It's Good For The Game

This gun is a travesty. It is so ancient that it can be carbon dated to
around when our codebase was moved to Github. It actively has the worst
statistic of any weapon in the game. And it exists in this strange
half-existence in a ruin as, I guess, some purpose that is barely
understood or remembered today.

The irony of it being called Chekhov's gun yet finding no functional use
in the map is either the joke itself, or a failing of the map.

Anyway, so I decided to go all out and replace it with an SKS. Because I
figured someone would like that.

## Changelog
🆑
add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS
semi-automatic rifle.
add: You can acquire a SKS parts kit from the black market.
/🆑
2025-02-21 14:25:42 +00:00
SmArtKar
2b44bffdeb Adds The Liberator: Doorhickey Corporation's brand new gun (#89495)
## About The Pull Request

The Liberator is a brand-new 3D printable gun, holding a single 10mm
shot in it's barrel. It has a damage multiplier of x0.5, dealing 20
damage per shot. However, shooting someone point blank gives it an x2
modifier, and shooting someone while holding them at gunpoint adds
additional x1.5 multiplier.


https://github.com/user-attachments/assets/b27adf1a-5b02-4817-90ad-2ba922cc6bf9

They can be printed for dirt cheap 3 sheets of plastic and 2 sheets of
iron from an autolathe. However, as a downside, whenever you're firing a
liberator you're risking it blowing up in your hands, potentially
wounding you! Reloading is also a bit tricky, since you need to unscrew
the barrel before placing the bullet in, and screwing it back on.

In order to print them, you'll need to find a (mildly rare) disk in
maintenance and upload the design to an autolathe. You also can find a
whole gun, albeit at a lower chance.

## Why It's Good For The Game

Funny gun that can be used for some gimmicks, not too overpowered but a
nifty tool for assistants. Can be countered by a well timed baton, or a
shove if your opponent is next to a wall.

## Changelog
🆑
add: Added a new 3D printable gun "The Liberator", you can find the gun
itself or its design disc in maintenance tunnels.
/🆑
2025-02-16 23:46:29 +00:00
Penelope Haze
4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
necromanceranne
85707b3459 Cargo can source lethal shotgun shells at a premium via Imports. Rebalances shotgun shells. (#89125) 2025-01-24 22:03:59 +00:00
Hatterhat
f057705c4f machine board naming convention pass (#88888)
## About The Pull Request
Adjusts a bunch of machine board names to comply with the general
machine board naming patterns I see.

First pass just removed a bunch of errant (Machine Board)s that were
still on board names despite them being automatically appended on
initialization, second pass set some board designs to actually have
"Board" on the end to specify that it's a board and not a whole machine.
## Why It's Good For The Game
Machine board naming consistency is probably good, actually.

## Changelog

🆑
spellcheck: A handful of machine boards should no longer have two
(Machine Board)s showing up in their name.
spellcheck: Boulder machinery boards are now labeled as boards from
autolathes/circuit imprinters.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-01-14 15:54:24 +01:00
zoomachina
83b7fc798d succesful -> successful (#88916) 2025-01-10 13:03:36 +01:00
carlarctg
f198a55364 Added 'loose hat' functionality to the hat stabilizing component, used in modsuist (#88030)
## About The Pull Request

You can now wear a hat on any modsuit, even w/o the stabilizing module.

However:
- It will always sit slightly askew, at an angle.
- Involuntarily falling to the ground for any reason will cause the hat
to fall to the ground.
- Being thrown, slapped, or slipped will send it flying off.

Added the Atrocinator, Hat Stabilizer, and Tanning modules to the black
market.

Added the loose hat component to bio/bomb/rad hoods and space helmets.

## Why It's Good For The Game

> You can now wear a hat on any modsuit, even w/o the stabilizing
module.

I think the notion of, say, the Head of Security putting his cap on his
modsuit and then being slipped by the clown, who then steals the cap, is
really funny.


https://github.com/user-attachments/assets/3ad8a74d-0cb8-4118-8beb-d2ce9c76b358

The module is fairly rare and sometimes I just want to wear a silly hat
alongside the modsuit without badgering the captain for his hat module.
The downsides are rather plentiful so it's not like the hat module is
made irrelevant - if anything it makes it more notable.

This will add a bunch of enjoyable silliness to rounds, so I think it's
worth it.

> Added the Atrocinator, Hat Stabilizer, and Tanning modules to the
black market.

> Added the loose hat component to bio/bomb/rad hoods and space helmets.

It sucks losing your iconic drip when you need to venture out to space
for whichever reason - this lets you keep it without taking up space in
your bag, while having the throw downside.

They just feel perfect for the vibes of the black market. More
miscellaneous completely useless fancy stuff that has exorbitant prices
please!

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
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🆑
add: You can now wear a hat on any modsuit, even w/o the stabilizing
module. But it may easily fall off...
add: Added the Atrocinator, Hat Stabilizer, and Tanning modules to the
black market.
add: Added the loose hat component to bio/bomb/rad hoods and space
helmets.
/🆑

~~I'm having a bit of an issue. Somewhere I fugged up and now the worn
overlay on the mod helmet sprite doesn't work properly...~~ Turns out
that code was never used and nonfunctional to begin with so I removed it
entirely yay
2024-11-29 01:28:09 +01:00
fevryk
1e0372bc6c New Black Market Uplink Weapon - Carpenter Hammer (#87070)
## About The Pull Request

There are maints hidden under every station in the world.
Everyone knew about them, but lied to you about them your entire life.

This PR adds carpenter hammer as a new black market uplink weapon with a
sliiiight psychopomp reference (!)

      




![dreamseeker_9eImatpaTd](https://github.com/user-attachments/assets/796463a0-9c88-4f77-aa1a-98d079a3050f)
(code is mostly done with the help of my awesome friend Sensum)

## Why It's Good For The Game

More use for black market uplink, and new weapon with cool killsound
feature.
I want black market to be more content filled with various stuff.



https://github.com/user-attachments/assets/f726d292-dc14-43b2-a536-21901bb7f9b9




![dreammaker_odBCfLOltA](https://github.com/user-attachments/assets/7cb212de-cc3b-4298-9121-d82569f455ba)


![Aseprite_eEG9E3PLlY](https://github.com/user-attachments/assets/3264733e-e58a-4c3b-b1b2-27693b73924a)


![Aseprite_kCZV4Akb3x](https://github.com/user-attachments/assets/27ae4b49-fed5-414f-9dba-90a2441835f8)


## Changelog

🆑
add: Added new weapon carpenter hammer to black market uplink
add: Added killsound feature
/🆑

---------

Co-authored-by: S <121913313+SSensum@users.noreply.github.com>
Co-authored-by: someone <someone@anydomain.not>
Co-authored-by: Niron3206 <68388770+Niron3206@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2024-11-18 23:58:39 +01:00
Ghom
e5472d9be4 Fishing bluespace capsules (#87639)
## About The Pull Request
With this PR, I'm introducing fishing bluespace capsules to the game.
They can be found on the black market, but I'll get a couple more ways
to get them before it's ready.

Anyway, they're special bluespace capsules that spawn a fishing spot of
your choice. The fishing spot can be changed by alt-clicking the
capsule, and so far it has 5 choices, plus 2 locked behind emagging for
obvious reasons:
- Freshwater: pretty basic, you get freshwater fish from this.
- Saltwater: mainly saltwater fish.
- Tiziran: You get tiziran fish here, like the gunner jellyfish,
armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian
moonfish. By the by, moonfish now periodically lay moonfish eggs, a
staple of lizardfolk cuisine.
- Ice fishing spot: A small ice turf with a hole dug in it; salmon,
arctic char, arctic chrabs and the bonemass (skeleton fish).
- Hot Spring: Somehow the new home to the ought-to-be-extinct
sacabambaspis. It also doubles as a better shower overall, with mild
healing on top of stamina recovery. Felinids still hate it though, and
won't benefit from the healing.
- Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons.
- Plasma: Ditto, but it's plasma instead of lava.

As a sidenote, unlike standard shelter capsules, these require their
area to be clear of pipes and cables on top of the other requirements,
unless emagged. Obviously, I've done some changes to allow pipes and
cables to not be hidden by water turfs, though I'm still keeping these
reqs because I don't think these fishing spots would look great if
riddled with cables and pipes. I may remove this extra req later if it
proves to be a tad too tedious.

Also they don't knock you back when expanding.

Screenshot from a recent test (fixed the misplaced decal and tweaked a
few things since then):

![immagine](https://github.com/user-attachments/assets/6bbcddfb-ff1c-4e96-834a-2129cadbb31f)


## Why It's Good For The Game
The idea stems from how not all fishing spots aren't designed to be
accessible every round, which is fine, because we have the fish-porter
for that. However, even the fish-porter should have its limits in terms
of what it can provide by itself (linking is all fair and game), so I've
thought having something of a middle point would been neat, also as a
way to mess around with the station layout a bit, to empower the player
with a little extra "terraforming".

## Changelog

🆑
add: Added fishing bluespace capsules to the game, which can be used to
spawn a variety of fishing spots, from freshwater to tiziran sea to hot
springs, and also lava and plasma if emagged.
add: Added two new fish: the zagoskian moonfish and the sacabambaspis.
Moonfish will now periodically lay moonfish eggs.
map: The 'crashed pod' lavaland ruin now has a hot spring, and the
cursed hotspring on icemoon now has a plastic chair and a fishing
toolbox.
/🆑
2024-11-11 08:01:09 +13:00
Ghom
e76ab8d4ac Moved the big slapping parts from the misc section to weapons (#87637) 2024-11-08 18:13:13 +01:00
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
Ghom
11fce492bb Jarvis, add buckshot to the blackmarket. (#85470)
## About The Pull Request

![immagine](https://github.com/user-attachments/assets/82a41ea7-9951-43d5-a553-7c9884058bf2)

~discord light-theme big L.~

By the by, these are slightly nerfed buckshots, create big puffs of
powder smoke when fired, damage your gun, and MIGHT blow you up in the
same style of using a detective revolver loaded with .357 if you fire
too many.

Also, the integrity of the firearm now counts towards the damage of
bullets it's fired from.

## Why It's Good For The Game
The blackmarket is a place where you can find illegally illegal, evil
items, along with other trinkets. I thought it'd be a nice place to
reintroduce buckshot with a little downgrading twist after it has been
nerfed (it used to do 60 damage without falloff) AFTER it was removed
from the lathes and the station.

## Changelog

🆑
add: Buckshot is back on the menu, on the blackmarket.
balance: the integrity of firearms now counts toward projectile damage.
A gun that's on the very verge of breaking down will deal half as much
damage.
/🆑
2024-08-21 16:27:18 +01:00
John Willard
1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00
Ghom
85e01a497f You can sell stuff on the blackmarket now. (#85464)
## About The Pull Request
The idea came up during the last blackmarket-related PR (#85066), when
the original creator @TheChosenEvilOne came and said the LTSRBT was
originally supposed to allow players to sell stuff on the blackmarket. I
replied saying the idea has some potential, and then other github users
followed, also saying it's a good idea.

So, here we are, adding another feature to the LTSRBT, to let you
provide other players with potentially knock-offs and fraudulent (or
genuinely honest) items on the blackmarket.

How you do it is fairly simple: left click the machine to open it, place
the item inside, then right-click to open the UI. From there you can
adjust the name, description and price of the market item. Finally,
click on the "Place on Market" button twice, pay a 30 credits fee, and
it's done. You have an item on the market, and once it's sold, 85% or
the earnings (the price) will be deposited on your account.

By the by, the icon of the item you're trying to sell will also show up
on the market. You should get a picture of what you're getting before
falling for an obvious scam.


![screenie](https://github.com/user-attachments/assets/fae70c25-ab46-4ceb-af9e-f4818d8a1c68)

By the by, it's a cardboard cutout.

## Why It's Good For The Game
This fits the design of the LTSRBT and blackmarket in general. 

## Changelog

🆑
add: You can sell items on the blackmarket with the LTSRBT now.
fix: Added some checks to prevent the swapper device and bluespace
anomalies from theorically being able to send things and people to
nullspace.
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2024-08-16 12:47:47 -04:00
Ghom
27d048f6cb (Black)market Telepad (LTSRBT) Update: Restocking Edition (#85066)
## About The Pull Request
This is a suggestion that was to me several months ago to add the
ability to pay credits to restock the black market. I liked the idea
because it'd add anothe small reason to buy the board, though I had
forgotten about it shortly after and just happened to remember it now.

So, yeah, you can swat the LTSRBT with a holochip to restock the
market(s). The price is shared amongst all pads and starts at 675
credits, but it doubles up everytime this is done, for obvious balance
purposes.

I've also updated included this new feature in the unit test, given the
LTSRBT new sprites and renamed the Blackmarket subsystem to Market,
because of how it can support different types of market datums, not just
the blackmarket

## Why It's Good For The Game
This adds one more reason to buy and build the LTSRBT and make markets
less dependant on the bad side of RNG, if you have the credits. It's a
bit of a money sink.

## Changelog

🆑
add: You can now restock the black market by hitting the LTSRBT with
enough credits. The price doubles each time this is done.
imageadd: Updated the LTSRBT sprites.
balance: Reintroduced the LTSRBT to cargo for 2000 credits vs the
original 4000 (the ansible and crystals to build it are included btw),
and slightly lowered the average blackmarket price for the same item to
account for shipping costs.
/🆑
2024-07-27 17:28:13 -04:00
norsvenska
5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
DrTuxedo
63e2f45ed3 TSA: Scanner Gates and N-Spector update (#85077)
## About The Pull Request
Scanner gates now have a much-refined sprite with dirs.


https://github.com/user-attachments/assets/22659e12-5565-4feb-a8e7-0f1a56c4a99e

_The message in the video is outdated, now working with the formula
`src.say("[detected_thing][reverse ? " not ": " "]detected!!")`_

Scanner gates now can have false positive/negative which depends on the
tier of scanning modules in it:
- Tier 1 - 4%
- Tier 2 - 3%
- Tier 3 - 2%
- Tier 4 - 1%

Scanner gates now loudly blare into chat when they detect stuff.

Now there is a preset scanner gate to detect **GUNS** in main Brig
entrances on maps, they are not upgraded with N-Spector.

***

N-Spector now can not only scan items for contraband but people too. It
takes 4 seconds, makes a loud noise, and warns the person getting
scanned in a chat with bold text.


https://github.com/user-attachments/assets/6aaca7bb-8273-485b-a727-c84f132b92f5

***

Made scanner code using proper cooldowns.

The scanner gate description now tells on which mode it's turned on.

Now smuggler satchel description tells you that it can prevent items
from being detected by contraband scanners.
## Why It's Good For The Game
Scanner gates sprites were ancient and as such been updated.

Scanner gates having false-positive will make sure for Security to
always be on their toes, and also cause interaction between crew who got
false-positive. Also, it finally makes use of scanner gates being
upgradable, as before this there was no reason for using higher-tier
scanning modules for its construction.

Scanner gates blaring into the chat now make it clearer for spectators
to acknowledge why the scanner got triggered.

Putting not upgraded scanners in the Brig entrance doors gives them some
use outside of being sometimes built by bored Security Officers.

***

When N-Spector was upgraded, I immediately thought it should also be
possible to scan people, like how TSA scans people with metal detectors.
It takes around the same time as stripping a backpack, and backpack
searches still would be more effective as they can show stuff that the
scanner cannot detect.

The warning and loud sound make it possible for the person getting
scanned to walk away if they start getting scanned unprompted.
This would not likely cause any trouble, as going up and starting
scanning someone for no reason would be the same as going up to someone
and starting to strip their backpack.

With N-Spector Security can perform more fluff interesting searches. 
## Changelog
🆑 DrDiasyl aka DrTuxedo
add: Scanner gates now blare into the chat the reason why it got
triggered
add: Scanner gates now can have false positives/negatives, and the
chance of them being reduced when they are upgraded
add: Brig entrances now have scanner gates preset to detect GUNS
add: You can now scan people with N-Spector for contraband
image: Scanner gates now have a better sprite with dirs
qol: Scanner gates description now tells to what mode they are set
fix: You no longer can remove N-Spector from scanner gates without
unlocking them first
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2024-07-20 23:35:45 +00:00
Ghom
4611958e74 Buffing some awful black market items to be less awful. (#84895)
## About The Pull Request
With this PR, I'm making some awful or bad blackmarket items less bad
(some are still bad imo). I don't aim to tweak every item that I find
mediocre at best, because it ultimately boils down to opinion and maybe
what I don't like, others do, but also because the feature was designed
to have some "scammy" items in there (the broken chameleon hat is a
prime example).

Moving on, some of the more noticeable changes:
- the old spacesuit in a box should no longer cost thousands of credits
- the thermite bottle now contains enough thermite to melt one r-wall
- replaced the shotgun dart item with a more expensive box of XL shotgun
darts (25 units of reagent capacity vs 15)
- replaced the science googles with a more expensive medical-security
combo HUD (the sprites exist already)
- the donk pocket box item can now spawn subtypes of the donk pocket
box, this includes the gondola box, though it's pretty rare.
- the suspicious pill bottle item can now spawn a pill bottle of
maintenance pills

The rest should be price changes.

## Why It's Good For The Game
Many of the blackmarkets choices are downright a bummer, and I'm not
talking about things like the broken chameleon hat, but stuff such as
shotgun darts, science googles, thermite; I mean, SOME of stuff that's
OBVIOUSLY easy and more convenient to get from a (proto/auto) lathe or
the chemist and just make the blackmarket look kinda bad.

## Changelog

🆑
balance: reduced the prices of some blackmarket items across the board.
balance: the thermite bottle (from the contraband spawner and the
blackmarket), now spawns with 50u of thermite vs 30, enough to melt one
reinforced wall.
add: Replaced the science googles from the blackmarket with a security +
health scanner HUD.
add: Replaced the single shotgun dart from the blackmarket with a box of
XL shotgun darts.
add: The donk pocket box from the blackmarket now comes in different
flavors.
/🆑
2024-07-15 01:49:13 -04:00
ArcaneMusic
43e62163fe Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

### What does something being contraband MEAN?

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

### What items ARE contraband?

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>
  
* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.
  
</details>

### How does this interact with the round?
Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

### Other minor changes that I rolled into this

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.



https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

## Why It's Good For The Game

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

## Changelog

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-07-11 03:08:25 +02:00
YesterdaysPromise
8eb3b51ad9 /icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request

In my effort to make the /icons/ folder cleaner and more intuitive
instead of having to rely on recalling names of stuff and looking them
up in code to find them for poor sods such as myself, plus in spurt of
complusion to organize stuff, here goes. I've tracked all changes in
commit descriptions. A lot still to be done, but I know these waves go
over dozens of files making things slow, so went lighter on it.
Destroyed useless impostor files taking up space and cleaned a stray
pixel on my way.

## Why It's Good For The Game

Cleaner /icons/ file means saner spriters, less time spent. Stray pixels
and impostor files (ones which are copies of actually used ones
elsewhere) are not good.

## Changelog

🆑
image: Cleaned a single stray pixel in a single frame of a bite
telegraphing accidentaly found while re-organizing the files.
/🆑
2024-05-25 21:08:08 -07:00
Ghom
5631fb144e Unit test for black market items. Added missing bulwark module and jawed hook to the market. (#82972)
## About The Pull Request
Jacq has come up with the suggestion of adding a unit test to the
blackmarket. I agreed ~~and I think I deserve the NO GBP label because
both of these missing items are actually my fault~~.

## Why It's Good For The Game
Let's avoid issues like this in the future.

## Changelog

🆑
fix: Added the missing bulwark MOD module and the jawed fishing hook to
the black market.
/🆑
2024-05-08 22:22:29 +01:00
Pickle-Coding
c1f11f26ce Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)
## About The Pull Request
Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.

With power cells being converted to the joule, charging one joule of a
power cell will require one joule of energy.

The grid will now store energy, instead of power. When an energy usage
is described as using the watt, a power to energy conversion based on
the relevant subsystem's timing (usually multiplying by seconds_per_tick
or applying power_to_energy()) is needed before adding or removing from
the grid. Power usages that are described as the watt is really anything
you would scale by time before applying the load. If it's described as a
joule, no time conversion is needed. Players will still read the grid as
power, having no visible change.

Machines that dynamically use power with the use_power() proc will
directly drain from the grid (and apc cell if there isn't enough)
instead of just tallying it up on the dynamic power usages for the area.
This should be more robust at conserving energy as the surplus is
updated on the go, preventing charging cells from nothing.

APCs no longer consume power for the dynamic power usage channels. APCs
will consume power for static power usages. Because static power usages
are added up without checking surplus, static power consumption will be
applied before any machine processes. This will give a more truthful
surplus for dynamic power consumers.

APCs will display how much power it is using for charging the cell. APC
cell charging applies power in its own channel, which gets added up to
the total. This will prevent invisible power usage you see when looking
at the power monitoring console.

After testing in MetaStation, I found roundstart power consumption to be
around 406kW after all APCs get fully charged. During the roundstart APC
charge rush, the power consumption can get as high as over 2MW (up to
25kW per roundstart APC charging) as long as there's that much
available.

Because of the absurd potential power consumption of charging APCs near
roundstart, I have changed how APCs decide to charge. APCs will now
charge only after all other machines have processed in the machines
processing subsystem. This will make sure APC charging won't disrupt
machines taking from the grid, and should stop APCs getting their power
drained due to others demanding too much power while charging. I have
removed the delays for APC charging too, so they start charging
immediately whenever there's excess power. It also stops them turning
red when a small amount of cell gets drained (airlocks opening and shit
during APC charge rush), as they immediately become fully charged
(unless too much energy got drained somehow) before changing icon.

Engineering SMES now start at 100% charge instead of 75%. I noticed
cells were draining earlier than usual after these changes, so I am
making them start maxed to try and combat that.

These changes will fix all conservation of energy issues relating to
charging powercells.
## Why It's Good For The Game
Closes #73438
Closes #75789
Closes #80634
Closes #82031

Makes it much easier to interface with the power system in the codebase.
It's more intuitive. Removes a bunch of conservation of energy issues,
making energy and power much more meaningful. It will help the
simulation remain immersive as players won't encounter energy
duplication so easily. Arbitrary energy units getting replaced with the
joule will also tell people more meaningful information when reading it.
APC charging will feel more snappy.
## Changelog
🆑
fix: Fixes conservation of energy issues relating to charging
powercells.
qol: APCs will display how much power they are using to charge their
cell. This is accounted for in the power monitoring console.
qol: All arbitrary power cell energy units you see are replaced with
prefixed joules.
balance: As a consequence of the conservation of energy issues getting
fixed, the power consumption for charging cells is now very significant.
balance: APCs only use surplus power from the grid after every machine
processes when charging, preventing APCs from causing others to
discharge while charging.
balance: Engineering SMES start at max charge to combat the increased
energy loss due to conservation of energy fixes.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-23 16:58:56 +01:00
Ghom
5fb0088983 Fixes the LTSRBT
I borked it in the blackmarket refactor. It was constantly on cooldown
when idle. Also, some logic mistakes.
2024-03-22 22:03:54 +00:00
Ghom
8c6f4180ae Adds a collar bomb to the black market. (#81898)
## About The Pull Request
Originally part of the other blackmarket PR, but it seemed a tad awkward
to have it mandatorily installed on mobs rescued from the holding
facility.

But yeah, this PR adds a neck item that causes the wearer's death with a
5 seconds countdown when triggered, which can be bought from the market
uplinks. The box comes with a yellow button to trigger it, but it can
also hold a signaler (which the wearer cannot tamper) if you wish to use
assemblies. Take note that, upon being worn, the item cannot be removed
by any mean beside beheading iirc (so HARS should counter it), and
fire/acid if you have a ton of patience because of its high armor
values.

## Why It's Good For The Game
More mean and evilish stuff to populate the black market with.

## Changelog

🆑
add: Added a collar bomb to the black market.
add: Added a possible kit to the special syndie bundle B, which also has
uses these collars.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-16 01:37:10 +00:00
Ghom
9f4a8dfc50 Buffs the SC/FISHER Saboteur Handgun. (#81553)
## About The Pull Request
The saboteur gun will now silence pAIs, toggle off radio broadcasting
(won't auto-relay nearby speech), disable turrets, chill out secbots a
little, and turn off APCs like power outages do.
The disrupt duration has also been buffed from 10/20 to 15/25 for ranged
and point-blank respectively.
Removed a conspicious chat message from an otherwise inconspicious gun.
Brought the code up to date.

## Why It's Good For The Game
The concept is cool, alas it's also undermined by how much of a joke
it's right now, and the game has plenty already.
The amount of interactions it has with things is underwhelming, so you
could barely consider it a stealth tool. The duration is also quite
scarce, I pointed that out in the original PR too.

Basically, I want to make the item cooler.

## Changelog

🆑
balance: Buffed the duration of the SC/FISHER Saboteur Handgun's
disruption effects. It's also stealthier and it won't conspiciously
alert living mobs hit by it.
add: Added saboteur interactions with radios, pAIs, turrets, secbots and
APCs.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-03-13 22:25:29 +00:00
Ghom
737822398a Blackmarket refactor and balance, fixing spy bounties, plus a new category for people captured by pirates/tots/contractors. (#81818)
## About The Pull Request
This PR aims to take care of a few potential hard dels and fix the
fenced goods category first and foremost.

The PR also adds a new one that enables you to buy mobs captured by
antags in advance, before they're sent back to the station. Unlike other
categories, it doesn't have "Launch" and "Teleport" as delivery methods,
instead it uses a special "Supply Pod" delivery method that ships the
chattel directly to your location. This method costs 400 credits,
however, if you've built the LTSRBT, shipment will be free.

Another thing, I always felt LTSRBT to be pretty fucking dumb as is. Way
too overpriced for the benefits it offers: a slighty cheaper delivery
method that, while definitely better than the other two, doesn't really
pay off or honestly even remotely compensate the 4000 credits you just
spent to get it, especially if you're only buying a couple items at
most. So I decided to remove it from cargo and add it to the blackmarket
as a 500 to 750 creds item, available every round.

Human mobs sold by the pirate bounty pad are no longer deleted, instead
they're properly ransomed and sent to the holding facility, much like
for contractors and tots. This means they're also added to the black
market.

## Why It's Good For The Game
The blackmarket system has some issues to it that need to be fixed
(otherwise the "Fenced Goods" and "Hostages" categories wouldn't work).
The Pirate Pad deleting "ransomed" mobs instead of actually ransoming
them is lame. The LTSRBT shouldn't suck as much. Also more market stuff.

This will fix #81809.

## Changelog

🆑
fix: Fixed the "Fenced Goods" black market category.
balance: Removed the LTSRBT from cargo and added it to the blackmarket,
reduced the price from 4000 to 625 on average.
balance: The time it takes for captured mobs to be automatically sent
back to the station from the holding facility has been increased from
3-4 minutes to 6.
add: You can buy mobs captured by contractors, traitors and pirates from
the black market and have them sent back to the station in advance. For
safety, they'll also be handcuffed (not always) upon delivery.
add: Human mobs sold by pirates are not deleted anymore. Instead,
they're now captured and sent to the holding facility.
/🆑
2024-03-13 15:22:01 -04:00
ArcaneMusic
d7cf8309c5 Arcargo: Vendor Cargo and Vending Machine Update (#81582)
Another one.

## About The Pull Request
This pull request originally had a design doc that @Fikou and I worked
on, but that was never really polished up for publishing quality so I'll
forgo it for now and be as descript as possible here.

### Core changes
- This pull request adds a new NTOS app to the game, the restock
tracker. The restock tracker shows a comprehensive list of vending
machines across the station, as long as there is a need for that vending
machine to get restocked.
- This has also been pre-installed into the cargo data disks.
(`/obj/item/computer_disk/quartermaster`)
- Vending machines now store a total of 20% of the cost of any purchase
made within themselves into a small pool of cash. This only applies to
premium and normal purchases, not to contraband, as they're technically
not sanctioned by the company.
- The restock tracker app will also track which vending machines have
the most credits stored internally inside them.
- By refilling a vending machine, the stored credits within are paid out
to any crewmember who goes and restocks the station, while also paying
out *half that amount to the cargo budget*, serving as a basic but
otherwise easy tertiary money making method on the same level of
complexity as doing bounties, with the added benefit of actually helping
to assist the station for jobs like... assistant.


![image](https://github.com/tgstation/tgstation/assets/41715314/59cee2d9-7e60-4733-8a76-d88fe5b8c3f2)

### Break Stuff
- Anyway, when you try and smash a vending machine open with a melee
weapon of choice, it can now pay out 50 credits at a time as a way to
make money at zero risk to yourself.
- ~~Except for the horrible risk to yourself.~~

![image](https://github.com/tgstation/tgstation/assets/41715314/23208bf0-8484-40b9-b753-0ffdb57d770f)

### Cargo Specific Changes
- Restock units may now be sold for a small profit as well, to
incentivize cargo to keep the station stocked further.
- The `STATION_TRAIT_VENDING_SHORTAGE` trait will now add a small amount
of existing credits into the vending machines on station, to incentivize
cargo to fix the issue during the round and not just push for an early
shuttle call. Or, more accurately, provide the crew with a money making
scheme to engage better with the station trait as it stands.

### This also refactors behavior on vending machines
- This pull request also finally changes it so that vending machines now
use the payment component, which as a consequence allows for the
following improvements:
* Vending machines may now pull from physical credits on your person,
not just requiring you to have money on your ID card.
* Vending machines may also use credits being pulled by the player
interacting with the vending machine, allowing for handless mobs to be
able to purchase items from a vending machine.
* Finally makes the "use-for-everything buying things component" used by
the most utilized component of the in-game economy, to reduce the
quantity of unique implementations of purchasing things in the code.
- Existing vending specific checks are retained on before handing off
behavior to the payment component, for behavior such as purchasing
cigarettes/alcohol under the age of 18/21.

Notes:
- Vending machines will lose their internal credits stored when
deconstructed, as a security measure.
- Vending machines will now show the total amount of credits that a mob
has on their person, combining physical credits as well as credits held
in their ID card to accurately portray their total wealth across the mob
in question.

## Why It's Good For The Game

First off, this is largely an excuse to move vending machine behavior
over to the payment component for the purposes to less code copy-paste,
and to try and make the implementation more wide-spread.

Second, this implements a new tertiary economy method to the game, in
the same design space as bounties, which serve as common methods of
making money without necessarily being specific to their job in
question, with the primary goal of providing small amounts of work to
the crew and a basic interaction with the economy system.

Additionally, it gives cargo more things they can do to assist the
station, and a way to know which parts of the station need support as a
result.
It improves the interaction between the vending shortage station trait
as well, making it a challenge with depth as opposed to a more
oppressive round change that players would rather reroll the game over.

Additionally, this makes a few price tweaks to vending restock modules
as well to help incentivize buying some of the more minor restock kits,
and a few select bumps on restocks that cover wide enough territory to
necessitate fewer restocks.
2024-03-06 18:15:49 -06:00
MrMelbert
977799a2e7 A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief (#81231)
# Disclaimer: No Goon code was referenced or used in the making of this
PR

## About The Pull Request

[Design Document (Read this for more
information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6)

This PR adds Spies as a new roundstart antagonist type, inspired by
Spy-Thiefs from Goonstation.

Spies are tasked with stealing various objects around the station, from
insulated gloves to the black box, from the clown's left leg to the
bridge's communications console.

For every item stolen, the Spy is rewarded with a random item from the
Syndicate Uplink, plus some items uniquely available to the Spy. Stolen
items are then shipped off and sold on the Black Market Uplink, allowing
the crew - or maybe some other evil-doers - to get their hands on them.


![image](https://github.com/tgstation/tgstation/assets/51863163/f057d480-4545-44da-b8fe-a8d09a5d2dcf)

More ideas for theft items and bounties are welcome. 

## Why It's Good For The Game

See the design document for more information. 

In short: Adds a solo antagonist which has less impact than your
Traitors and Heretics, but more impact than Paradox Clones and Thieves.
In other words: On the same tier as old traitors.

Seeks to embrace the sandbox aspect of antagonists more by having no
precise greentext objective, and instead some suggestions for chaos you
can embark in. Have fun with it!

## Changelog

🆑 Melbert
add: Spies may now roam the halls of Space Station 13. Watch your
belongings closely.
/🆑
2024-03-01 04:41:57 +00:00
bigfatbananacyclops
919a839c8b Fixed the floortile crate, adds them to blackmarket (#81742)
https://github.com/tgstation/tgstation/pull/81512

i accidentally added it to the emagged console it should be on
contraband now.
also added a backpack to present it from interfering.
and its available in uplink

🆑
add: box with a set of floortile camo, which can be ordered in black
market uplink
add: also adds a backpack to camouflage
fix: i had the crate under emagged console, should be fixed now.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-29 22:51:58 +00:00
Ghom
871cec76aa Adds a multi-dimensional bomb payload to the black market. (#81562)
## About The Pull Request
This PR adds a !!!FUN!!! bomb payload to the blackmarket, which, upon
detonation, transmutates all terrain in a range like the dimensional
anomaly would. You can also select the dimensional theme to use by using
it in your hand.

I believe however, this thing should cost a fuckton to get and only show
up occasionally. 8k to 10k was my original idea, but I think that's
perhaps not high enough given its flagrant potential. Perhaps I should
also make it so the more dangerous themes yield a shorter range than
others. Suggestions are welcome.

Screenshot of what happens when you don't set the theme:

![chaotic_mess](https://github.com/tgstation/tgstation/assets/42542238/e4c3264d-17e0-45b6-90c2-3c30a592ae2d)

This PR also turns dimension themes into singletons so we access them
more easily. Nothing to write home about.

## Why It's Good For The Game
The black market could always use some extra thingy or two anyway, and
this thing could either be a source of emergent gameplay, or a recipe
for a disaster. Perhaps second to the Big Slappy for how funny it could
be.

## Changelog

🆑
add: Added a multi-dimensional bomb payload to the black market. It's
very expensive.
/🆑
2024-02-26 19:48:57 -06:00
Ghom
68677dc721 Disarm refactor, plus shoving people with shields (#80123)
## About The Pull Request
I wanted to add the ability to shove people with shields by
right-clicking your target, just like how it works barehanded.

This also required a solid refactor of disarm code, effectively bringing
down the core of it to `mob/living` from `mob/living/carbon` or
`mob/living/carbon/human`. This also means you can shove simple mobs
inside closets, bins and on tables.

Xenos and borgs are pretty much immune to regular disarms, but using a
shield will work (borgs and royal xenos are immune to the knockdown).

The riot shield armor has been balanced. It now tanks melee attacks
pretty well, but will break against bullets in just about 2 to 4 hits
depending on the bullet damage. I've always found the lack of sturdiness
of the riot shields for what they're supposed to be good for a bit
detrimental.

Because I've refactored an item flag into a trait, I've had to add a new
MOD module that grants protection from shove knockdown and staggering;
found pre-installed in the administrative MODsuit, but I've also added
it to the black market to make it cooler.

You can bash people with the strobe shield on combat mode.

## Why It's Good For The Game
Currently, shields are simply items that take a held slot in return of
some block chance without being anything special, save for the strobe
shield's integrated flash I guess, but are also a botherance as most
crumple under the duress of less than half a dozen attacks. Meanwhile
swords and other weapons with blok chance just don't care.
TL;DR, I want them a bit more remarkable, and flexible as a tool.

Of course, this ended up in a larger refactor because the right-click /
disarm code was inconsistent.

## Changelog

🆑
add: Shields (and pillows) can be used to shove people around the same
way barehanded right-clicking does. Xenos and borgs can actually be
moved this way.
add: Added a new MODsuit module, the bulwark module, which prevents
knockdown and staggering from shoving, and getting pushed away by thrown
objects. Inbuilt for the safeguard MODsuit, but one might also it in the
black market.
refactor: Disarming has been refactored. You can now shove simple
critters onto tables and into bins and closets
balance: Shields now take their own armor values and the armor
penetration of the attack they blocked when damaged. This means shields
are a bit sturdier now.
balance: Riot shields can tank a lot more damage against melee weapons,
but less against bullets.
qol: strobe shields can now be used to bash people while combat mode is
on.
/🆑
2024-01-16 19:35:56 -06:00
Ghom
971bc2611b The Spectre-Meter App, also a bootleg data disk item for the black market. (#80188)
## About The Pull Request
This PR adds in a new app that scans the nearby area for "spookiness"
(e.g. presence of ghosts, mobs with the spirit biotype, objects made
with hauntium or containing hauntium). A bit clunky by all means. It's a
maintenance app, and as such is more often found in the rare maintenance
computer disks, or downloadable from emagged PDAs (IIRC), or perhaps the
black market item which I've also added here as well, that might contain
it amongst other things.

Oh, if you also have the camera app, it'll let you take pictures of
ghosts like the 'camera obscura' does.

Oh, and there's also a maintenance version of the arcade program too;
just , like, lazier and easier.

## Why It's Good For The Game
Mostly a shower thought, 'cause I felt the idea maintenance disks to be
quite interesting yet lackluster, almost too niche. As for the remote
thought of using the app for validhunting, it isn't something you can
reliably get every and every other round, and if someone's got enough
ghosts circling them, chances are they're some big, loud antag or doing
something so cheeky, that they kinda deserve it.

Also, yeah, more black market stuff. Except for the misc section, it's
pretty lacking in uniqueness.

Screenshot of the UI, taken at the distance of one tile from a revenant:
![screenshot of the
UI](https://github.com/tgstation/tgstation/assets/42542238/402e2533-ae62-42c2-b90d-a3877940fb2c)

## Changelog

🆑
add: The Spectre-Meter modular computer app. A little, amatuerishly
coded app that, as the name implies, scan an area for spectral presence.
It can be found amongst other apps in maintenance computer disks.
add: An easier, lazier version of the Arcade app, also found in
maintenance.
add: Black market computer disks, which contains programs not readily
available to the average assistant.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-12-18 17:32:00 +00:00
Jacquerel
41d5304007 Adds new black market pin (#80230)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/7483112/add49cea-8318-475b-985e-3cb14a1d39db)

Adds a fetching red pin which you can wear to visibly align yourself
with the enemies of Nanotrasen, purchaseable from the Black Market
Uplink.
This pin's contained RFID chip will automatically cause you to appear on
Sec HUDs as a wanted criminal and will aggro securitrons, to prove your
dedication to your ideals.

If your convictions are a little less firm, you can also silently pin
this onto _other_ people's clothing if they stand still next to you for
five seconds... though they might notice that they're suddenly wearing a
red badge.

I didn't want this to be a subtype of medal so I made the "you can put
this accessory onto someone else" behaviour into a component to sidestep
object inheritance.
This has been applied to the detective's spy camera, because it makes it
much easier to turn someone into a mole.

This also adds a trait which makes security hate you which I guess
someone could use in a novelty bar drink at some point or something.

## Why It's Good For The Game

It's funny
I think we need more neat things in the black market to make it
sometimes worth using

## Changelog

🆑
add: Added subversive pins to the black market uplink which make
security hate you
add: The detective's spy cam can now be conveniently pinned onto people
in the same manner as medals
/🆑
2023-12-12 14:48:46 +01:00
Hatterhat
6a77a2962a Makes the SC/FISHER a bit better - more range/accessibility/pacifist-usability (#79835)
## About The Pull Request
- SC/FISHER is now pacifist-usable.
- SC/FISHER black-market availability prob up to 75, from 50.
- SC/FISHER range bumped from 14 to 21.

## Why It's Good For The Game
The SC/FISHER does no damage (except against ethereals, where it does a
grand total of 3 per shot), which I think is negligible but can be
removed if it's that bad to allow pacifists a gimmick method of
murdering another guy, so I think pacifists should be allowed to use it.

The range buff and black-market availability are just because I felt
like it, since I don't think it's available enough, especially for a
doohickey whose sole purpose is "break lightbulbs".

## Changelog

🆑
balance: The SC/FISHER disruptor pistol is now more likely to show up in
black market uplinks.
balance: The SC/FISHER now has more range (21 tiles up from 14), and is
usable by pacifists.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-11-19 19:22:40 -05:00
Hatterhat
ac18420676 John Splintercell: a gun that is only good for shooting out lights (#78128)
## About The Pull Request
adds the SC/FISHER lightbreaker self-charging energy pistol, which does
0 damage. As a joke.

![image](https://github.com/tgstation/tgstation/assets/31829017/84603fcd-dbc3-4857-a657-98c4bd34e881)


https://github.com/tgstation/tgstation/assets/31829017/97572baa-7421-4800-a60e-2db03f4adc6d

<details><summary>actual details, in case the video wasn't good
enough:</summary>

unless you shoot at light fixtures,

![image](https://github.com/tgstation/tgstation/assets/31829017/54092fbf-cbf6-4750-b2b8-37d643efba2a)
floodlights,

![image](https://github.com/tgstation/tgstation/assets/31829017/90b19560-fa25-471b-9f6f-3147c33e5c56)
or people with flashlights/seclites (even on helmets or guns) (it still
does 0 damage, it just turns off their lights. not permanently)

![image](https://github.com/tgstation/tgstation/assets/31829017/1a83c6f9-8fff-4035-aeeb-515319a3dd40)
it also works on crusher lights. and cyborg headlights. i don't have a
screenshot for it.
doesn't work on flares though.

also it can shoot past machines and lockers

![image](https://github.com/tgstation/tgstation/assets/31829017/8fb0a213-8e4a-42cc-9daa-eae5faf6ee77)
</details>
(also adds a variable for deciding how loud a dry fire sound is, in case
you want to make your gun's empty sound be less loud.)

## Why It's Good For The Game

Adds a silly little tool for silly little men who either really hate
lightbulbs or want to recreate the experience of being John
Splintercell, the lightbulb-assasinating secret agent from Fork Echelon.

## Changelog

🆑
add: The SC/FISHER disruptor pistol, a very compact, permanently
silenced energy gun, is now stocked in Nanotrasen-accessible black
markets with a price generally somewhere between 400 and 800 credits.
Aspiring users are warned that it's really bad for trying to actually
kill people. Caveat emptor.
add: Guns now have a dry_fire_sound_volume variable, allowing for guns
to be less loud when trying to fire while empty.
fix: Closets and crates now properly count as structures for pass flags
again.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-09-12 14:02:10 +02:00
Comxy
63a56b087a Big Slappy | Giant Weapon DLC [MERGE READY!!!] (#77273)
## About The Pull Request
Big Slappy is a new illegal shovel/wrench which can be obtained through
illegals means. Parts you need to craft it can be found on the black
market uplink for a low price, but if it is not there you can find it on
the imports page on your hacked cargo console for 4400 credits usually.
Big Slappy makes you slow and you will get 10 recoil damage everytime
you hit someone and you will knock down your opponent for two seconds
while throwing people back like a baseball bat. It deals 30 damage and
is the fastest shovel/wrench out there. It can be folded into its wrench
form which will change its typing and makes it look like a wrench. It
also deals more damage in the wrench state, but also deals more recoil
damage and your target will not get knocked down. This weapon will
probably only appear in a few rounds since it has recoil damage, is slow
and costs a lot to obtain. It also has a longer meele attack cooldown.

To craft it you need 4 wrenches, 1 drill, 5 plasteel, 10 rods and 1 big
slappy parts using tools.

![promo](https://github.com/tgstation/tgstation/assets/25363960/4d619283-832c-4ce0-b3b2-e6ddb3dbd988)
## Why It's Good For The Game
Cool new weapon.
## Changelog
🆑
add: Added big slappy
image: Added big slappy parts and big slappy sprites
/🆑
2023-08-14 22:33:34 +02:00
Ghom
d9c8bd9bae [READY] Fishing and aquarium expansion. (#76531)
Listing the changes, off the top of my head:
- Resprited fishing rods, hooks, and the worm bait!
- Added a new, telescopic fishing rod, that can be bought as a goodie.
The master rod is also telescopic now.
- Added a couple hooks. One that lets you move the bait up and down,
otherwise keeping it in place, and another that stops the fish from
escaping, but slowly kills it. The former from the bepis fishing tech
node, the latter frm the black market.
- Added a fishing skill and relative legendary reward: A fishing hat,
like the one that recites "women fear me, fish fear me"
- You can now stop fishing by activating the fishing rod in your hand,
and stops it from stealing all clicks on other things if it isn't in
your active hand.
- Reworked fishing traits into fish traits, which can apply to fish
after it has been caught.
- Expanded the fish breeding system. Traits may be passed down to
offsprings, and offsprings may evolve (mutate?) into different kind of
fishes if conditions when conditions are met.
- Added half a dozen new fishes, each with its own traits: lubefish,
sludgefish (and its purple variant), slimefish, unmarine bonemass and
unmarine mastodon. Also, holodeck fish, as a joke.
- New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin
immunity, predator, necrophage, no mating, crossbreeder, aggressive and
revival. Converted Emulsijack's ability and Donkfish's yuckiness into
traits as well.
- Added a fish analyzer that you can scan aquariums and fishes with.
- Fish can now be blended if you really want to. The number of reagents
from blending, w_class, and the number of fillets you get from cutting
fish now scale with size and weight.
- fish feed is no longer infinite (but it should still be plenty).
- Implemented temperature requirements for aquarium fish.
- You can now buy (dead) fish from the black market for dirt cheap.
- Last but now least, toilets are now valid fishing spots.
2023-07-27 22:50:36 +02:00
YesterdaysPromise
fb10121022 Icons folder cleaning wave two (#76788)
## About The Pull Request

Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.

## Why It's Good For The Game

Saner spriters = better sprites
2023-07-14 18:36:41 +00:00
Ghom
2bb4dfe76c Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)
## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.

This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.

To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.

## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.

Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.

## Changelog

🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑
2023-06-14 23:00:05 -04:00
carlarctg
551a09211b Makes Black Market Uplinks more easily craftable, adds them to uncommon maint loot pool (#74744)
## About The Pull Request

Replaced the subspace amplifier in the Black Market Uplink's crafting
recipe with a signaller and a microlaser.

Added the Black Market Uplink to the maintenance loot pool.
## Why It's Good For The Game

The BMU is an _extremely_ rare device to find in rounds. It can quite
literally ONLY be found via the crafting recipe, and with how stupidly
bloated the crafting lists are, it isn't something many people know
about. All this means that a very unique and engaging gimmick item is
tragically extremely obscured.

To add to this, the recipe requires a _subspace amplifier_. These items
are UNBELIEVABLY rare - they need you to vend them from a techfab with
bluespace communication technology researched, which is fair to say is
not a common thing. Sometimes maps have them in tech storage, but even
then you have to break and enter which can be quite risky at times and
an annoying blockade the other times.

The black market items are not worth this much hassle. They are all
small cute gimmicky objects that do not heavily impact the round. By
making it not only easier to craft with common items, but also appear in
the maintenance loot pool, this will make assistants find out about it
more often, which can further incentivize them to utilize the **cargo
bounty system** to get enough money to buy their funny gadgets.

Another idea would be to make the uplink appear as a bounty item, which
would be a great way to tell players it exists and encourage them to mix
both systems together. The system for getting items is also
unnecessarily, miserably awful - your item either gets literally thrown
into space from a random direction, or it is teleported silently without
warning in 60 seconds onto a completely random place which can very much
include Security, Command, the Vault, or other high-security areas.
Needing to B&E into these areas to get your durathread vest is, uh. Not
worth it. However these aren't part of this PR, unless they're given the
A-OK. (also maybe make it cargo purchasable?)
## Changelog
🆑
balance: Makes Black Market Uplinks more easily craftable, adds them to
uncommon maint loot pool
/🆑
2023-04-16 10:39:31 -07:00
oranges
4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00
MrMelbert
6085e3b5ee Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request


![image](https://user-images.githubusercontent.com/51863163/227391708-8de28b68-149f-4e02-a2d3-22f6e3067784.png)

**This PR:** 

- Reworks most* existing soup into reagents. 

- Adds Stoves and Ranges. Ranges replace most* existing ovens. 

- Adds soup pots, to cook soup

**How does it work?** 

In the kitchen you will find a stove now.

Stoves act as a "reagent container heater", essentially a chem heater.
You can set a pot onto the stove.

To make soup, visit the cooking recipe book for a guide. Most recipes
are the same as before, just tweaked slightly - Add water to the pot (50
units for 1 batch generally), then add all the corresponding ingredients
to the pot. Set the pot out on the stove and right click it to turn it
on. If the recipe's correct, shortly it will start to mix and give you
soup!

One soup recipe will give you roughly 3 servings of soup. You can pour
our the soup into a bowl using a ladle or just by pouring it manually.

Of note: **All of the reagent contents of the ingredient are transferred
into the soup.** Better, more nutrient rich ingredients produces more
soup, and poisoned produce will pass it on.

If you place the soup into a chem master, you will notice it's roughly
half "soup reagent" and half a variety of reagents, including nutriments
/ proteins. This is your soup! It is recommended you serve your soup
with the reagents included, as they make up more nutrition for the
customer, however you can separate it out if you're picky.

**Todo:** 

- [x] Fill out the PR body a bit more 
- [x] Mapping (wait for big merge conflict pr to go past)
- [x] Soup colors
- [x] Balance pass over for soup recipes
- [x] TODOs
- [ ] Unit tests
- [x] Cullen Skink's recipe is invalid
- [x] Try to see if there's an easy way to prevent soup from fattening
you up too easy.

## Why it's good for the game

Adds some more depth to the kitchen and moves chef away from the
click-button-get-food style that exists.

Allows for inherently custom soups by the way of making it reagents, so
no need to support custom soup food items.

## Changelog

🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb
add: Kitchens are now stocked with Ranges. 
add: You can now print (and create) Stoves. 
add: The dinnerware vendor now dispenses ladles. 
add: Spoons can now actually spoon... things.
add: Soup has been reworked entirely. Soups are now reagents, cooked via
a soup pot on a Stove or Range. Simply add water and your required
items, then apply heat. Be careful not to boil over!
add: Stoves, Ranges, and Griddles will now heat up their surroundings -
don't turn them on around plasma!
fix: Fixes being able to cook in an Oven while the room is depowered
qol: Hitting a customer bot with an incorrect recipe no longer counts as
a hostile attack leading to your demise shortly after
refactor: Customer bots that request a reagent now use custom orders
code: Cut down a lot of code in the crafting menu code, and removes some
ugly ispaths
del: Soup is no longer food items, so can't appear in random food pools
(at least not yet).
balance: Virus Food recipe now requires you cool it to 200k.
/🆑
2023-04-07 19:42:49 -06:00
SyncIt21
ec5c9dfd10 Stock Part Datumization Complete (#72559)
So i accidently reverted all my commits in #72511 when resolving a merge
conflict So ummm yeah fuck my bad anyway

## About The Pull Request
Finishes what was started in #71693 and completes the
[initiative](https://github.com/tgstation/dev-cycles-initiative/issues/1)

Except for `obj/item/stock_parts/cell` and its subtypes. All machines
now use `datum/stock_part` for its requested components & component
parts

Not sure if i caught every machine & stuff in the game so merge with
caution
## Changelog
🆑
code: datum stock part for every obj stock part
refactor: all machines & dependent experiments to use datum stock parts
/🆑
2023-01-11 07:53:36 -08:00
Andrew
0818d6ae4c Crafting/Cooking menu update (#71779)
## About The Pull Request

Updated crafting menu, adding a lot of new functions and recipes that
were not in the crafting menu before.

<img alt="cult"
src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG">

<img alt="nH77dLyyGx"
src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">


![image](https://user-images.githubusercontent.com/3625094/206623881-12d8abfc-de5e-458e-a01c-3daac8dbe9bd.png)


https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4

## Why It's Good For The Game

It is easier to use, and it has a lot of recipes that were spread
throughout the game, some of which weren't even on the wiki.
Crafting and cooking now count about 1200 recipes in total, including
conditionally available ones.

## Changelog

🆑
qol: Rewrote the crafting/cooking menu UI
qol: Split crafting and cooking menus in two different menus
qol: Crafting is no longer blocking the entire UI, only the "Make"
buttons are disabled
qol: Added stack crafting recipes to the crafting menu
qol: Added cooking recipes that were absent in the crafting menu before
(tool recipes, machine recipes, reactions)
qol: Added option to search recipes by title
qol: Added option to filter recipes by required materials/ingredients
qol: Added food types to the cooking menu, highlighting diet of your
species (liked, disliked foods)
qol: Added total nutrition value of the result to the cooking menu
qol: Added option to filter cooking recipes by the food type of the
resulting food
qol: Added "Can make" category that lists all currently craftable
recipes throughout all categories
refactor: changed categories and reshuffled some items in them
code: Reagents now have default container to get an icon from the
reagent datum
code: Objects now have `desc_controls` var for OOC information about
mouse controls that are visible on examine, but not in the description
fix: Fixed alignment on many food icons
fix: Fixed missing icon for beef stroganoff
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2022-12-25 12:27:49 -08:00