* Mining MODsuit Rework (#64688)
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags
Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:
Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
* Mining MODsuit Rework
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Add new surgery tgui (#64579)
* Move element to component, start UI, move assets into their own directory
* Complete UI
* Stop when another surgery is started
* Set your real zone since I forgot you actually need to start the surgery too
* Bring this back since I was just removing it as part of a cleanup for asset cache, but I can't prove it's not used anymore
* Remove unnecessary constructor I was using for something else
* Fix signal override
* Add new surgery tgui that provides a built in body zone selector and doesn't let you start surgeries if their body is covered. Replaces some stuff with balloon alerts
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Turns blood walking into an element (#64162)
Refactoring things to elements/components is better in general, and I thought this was a perfect thing to turn into one.
* Turns blood walking into an element
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Makes a projectile shield element for colossus, and makes living bullet_act call parent (#64164)
Moves colossus projectile deflection to an element
* Makes a projectile shield element for colossus, and makes living bullet_act call parent
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fix Transparent Floors Multi Z clipping (#63878)
Fixes#63770 (Objects on Lower Z level appearing on top Z level when under glass tiles)
This fixes some MultiZ issues that were discovered after I made #62875 (566b9ee1d8). I never setup a new plane for the transparent turfs and because of this any objects, icons, or sprites that were offset from the boundary of the turf would make any bottom Z level stuff appear on the current Z level.
We want stuff to look normal.
* Fix Transparent Floors Multi Z clipping
Co-authored-by: Tim <timothymtorres@gmail.com>
* Elementizes cult halos + cult eyes + fixes some issues with them (#63683)
* should be good
* autodoc
* signal rearranging
* final comment
* review
* Elementizes cult halos + cult eyes + fixes some issues with them
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* modsuit works with speed potions + ai movement fix + file sortage (#63670)
modsuit examining now tells you about wire panels
fixes being able to remove stuff with the dna lock
fixes 63650
fixes 63633
sorts module files
* modsuit works with speed potions + ai movement fix + file sortage
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
* Fixes typos in span, other html elements
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Void cloak (and other items intended to be invisible) can longer be seen and unequipped in the strip menu
* Void cloak (and other items intended to be invisible) can longer be seen and unequipped in the strip menu
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Field of View and Blindness improvements [bounty + upstream push]
* Update death.dm
* almost done
* Update fov_handler.dm
* Face mouse when in combat mode, fix
* Fixes the category for the fov admin verb. #63401
* Fixes objects with bad planes and FoV bugs #63412
* pain
* there we go
* face pref
Co-authored-by: Azarak <azarak10@gmail.com>
* Add disabling footstep sounds and parallax to the lag switch panel (#62999)
At the last Toolbox Tournament, @ MrStonedOne pointed out some big performance consumers. Some are disablable through easy means, but others were not. This adds two easy ones to the mix.
* Add disabling footstep sounds and parallax to the lag switch panel
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Routine Cargo Departmental Deliveries (#61992)
About The Pull Request
Document: https://hackmd.io/@ bazelart/HkY-SO9VF
Each department's request console is upgraded. Instead of making requests, they are only able to see crates related to their department that helps the department. They can order one for free (so not out of anyone's wallet) and it will arrive at cargo. Cargo gets the price of the ordered crate for bringing it to the department that ordered it (via an area check, of which the crate will remain locked until satisfied, emitter cracking aside).
Ordering a crate puts the console on a cooldown depending on the price of the crate ordered. The time ranges from 10 minutes at the lowest value, to capped at 20 minutes at 4x the default crate's price. the price in time follows a ease in out circular function, where the time increases slowly as the time goes up, but a lot in the middle. towards the higher end it slows down again.
Cargo will start with far less money, but this is countered by the new source of income.
Finish Mapping it
Finish tgui panel for department orders
Testmerge it for balance and feedback who cares
Maybe give multiple destination areas, just in case one area gets obliterated who cares!
Why It's Good For The Game
Cargo starts with a budget to spend on themselves, which lets them order their department rewards before doing anything. There is no inherent reward to delivering to other departments other than social expectations of filling the job, which means cargo will simply ignore deliveries and requests if there are more self-important things going on, since those deliveries both cost cargo and do not help cargo in any way
Changelog
cl
add: replaced the request consoles in each department with department order consoles, which order for free on a cooldown. cargo gets these orders and delivers the crates, which are locked until delivery. upon delivery, cargo gets paid the value of the crate, and can then sell the crate back on the shuttle.
balance: cargo doesn't start with a budget, other departments get what their budget was split up amongst them
/cl
* Routine Cargo Departmental Deliveries
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* yeet
* goddamn fucking trailing newline
* edit: I reread the bounty
* leftover from: I reread the bounty
* *more* leftover from: I reread the bounty
* speedup
* here too
* empty commit for linter reruns
* there
* remembered the newline this time
* okay I forgot that
* Drop before delete used "foodtrash"items (#62536)
* Drop before delete used "foodtrash"items
Co-authored-by: Len Kagamine <xboxmaster2000@hotmail.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
* removes double spaces before symbols
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Traits given by Elements now have element trait as their source. (#62134)
Hopefully the code is more organized and consistent this way.
* Traits given by Elements now have element trait as their source.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* magatsuchi is trying to remove your stray bracket! (#62157)
removes a stray bracket in the stripping message, effectively enhancing user experience by 2000%
* magatsuchi is trying to remove your stray bracket!
Co-authored-by: magatsuchi <88991542+magatsuchi@users.noreply.github.com>
* Delete seeds whenever a plant is deletes, delete plant genes when a seed is deleted, + refactor various gene adding / deleting (#61747)
* Delete seeds whenever a plant is deletes, delete plant genes when a seed is deleted, + refactor various gene adding / deleting
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Spiders/carp will now pull/move water/welding fuel tanks/canisters slower and won't be able to attack stationary atmospherics equipment (#61616)
Adds 2 new elements, one for slowing down pulling of dangerous objects (dispenser tanks and canisters), and one for preventing hostile attacking of elements in a typecache.
Also updates the obj_flags bitfield 'cause I thought I was gonna use that, but I didn't.
Adds these elements to spiders and space carp (from space dragon)
* Spiders/carp will now pull/move water/welding fuel tanks/canisters slower and won't be able to attack stationary atmospherics equipment
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.
* E
* Missed merge
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fix the grammar for the message shown when appraising great art. (#61608)
* Fix the grammar for the message shown when appraising great art.
Co-authored-by: MrZoraman <MrZoraman@Gmail.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Componentizes/Elementalizes Pride Struck Hammer Behavior + Carp'Sie Plushie Behavior (#60728)
Title, please say hello to the element "chemical_transfer" and the component "faction_granter"
Componentized behavior is easier for admins to make events out of, more modular for code maintainability, lowers the possibility of future copy and paste, set me up with my wife, and more
One of the things I personally like the most about it is the ability for each behavior to properly be described on examine, which I loooooove!
Also, these should be fantasy affixes after the freeze is done
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Componentizes/Elementalizes Pride Struck Hammer Behavior + Carp'Sie Plushie Behavior
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>