Commit Graph

3301 Commits

Author SHA1 Message Date
Fikou
5edec7d6cf budget 2019-07-11 16:24:33 +02:00
Time-Green
ceeff661a0 [READY] Plumbing (#44833)
cl Time-Green
add: Adds plumbing pipes and some hidden plumbing related machines. They're not available in-game yet.
sprites: Geyser and geyser pump sprites created by Mey-Ha-Zah!
/cl
Adds the following objects:

    Fluid ducts . Like atmos pipe, but for reagents. They're smart and can be seperated by layer and color

    Geysers. They spawn on lavaland and can be harvested with liquid pumps or just beakers.

    Liquid pumps. For pumping geysers. They need to be on a wire node and connected to a duct network.

    Plumbable reagent dispenser subtype.

    New plumbing RPD specific RPD.

    Plungers. The reinforced plunger can be used for plunging geysers to activate them. They currently serve no other function and can't be worn as a hat yet.

They're all disabled and admin only.

Adds the following systems:

    Ductnet datum. They pretty much say "hey, we're connected"

    Plumbing component. You can turn any movable atom into a plumbable thing. Comes with overlays and everything. They're essential for everything that has input and outputs, except pipes. That means you can have machines connected to both atmospheric pipes and fluid ducts. They only connect with layer 3 ducts.

    Fluid subsystem that handles the processing on the plumbing machinery and other plumbing related stuff.

Basically atmospherics but with reagents. Reagents are pressurized and thus transferred instantly, to avoid those stupid leftovers in pipes no one likes. I am PRing it now because if I were to add a dozen or so associated machines, it would be too much of a pain to manage/review in one PR. It would also be a massive waste if people didn't even want it in the first place.

Also yes all of this works (as far as I know)

Things I plan to add in later PR's

    Layers / colors (maybe) done
    Machinery (Stuff like chemical processors, filters, special mixing chambers and factories)
    Make geysers more interesting, so chemists/atmostechs/cargotechs/assistants can go to lavaland and get some exotic stuff.
    Pipe fractures. Damaged pipes could do the cartooney water soaker beam coming out to shoot at people cause why the fuck not.

Code concerns:

    Connecting is handled through pipes only. Not sure if this is the best approach. This means plumbing devices cant directly connect to each other without pipes. I could add some exceptions to handle it. I could also take connecting away from pipes and make it a global proc, with alot of exceptions since it'd be handling both plumbing machinery and the ducts.

    Reagent transferring. Basically the transfer is instantaneous from A to B. I did this because stuff getting stuck in pipes could pose some serious mixing problems with chemistry, since it's alot more delicate than atmos. I could understand if people would want it to be like atmos. It wouldn't be difficult to change.

Also for testing I suggest you set the pipe_dispenser to category 3 to print fluid ducts. My tests were done with
/obj/structure/geyser
/obj/structure/reagent_dispensers/plumbed/storage
/obj/item/plunger/reinforced
/obj/machinery/power/liquid_pump
/obj/item/pipe_dispenser/plumbing
that and standard tools for setting things up
2019-07-09 11:58:02 +12:00
Garen Crownguard
534a9140aa merge 2019-07-05 17:59:38 -05:00
Krysonism
ffe578aacb [READY]Replaces Trekchems with Cobby Category 2 Chems + Chem Tweaks (#44531)
* Adds adjustLiverLoss & getLiverLoss procs to carbon

* Adds trophazole

Adds trophazole, a brute healer that makes doctors take a more holistic approach to heal, It is highly reagent efficient by converting nutriment to healing peptides. Creates an avenue for cooperation between kitchen and  medbay.

* Adds rhigoxane

Rhigoxane is a chilly burn healer that works best in a spray bottle and is capable of extinguishing fires.

* Adds thializid

This tox healer has great potential and mixability, balanced by requiring the doctor to take note of the patients liver health as well as using proper dilution and an iv pole; that wont fit in a powergamers pocket.

* Charcoal  + trans_to changes

Makes charcoal only work when ingested, and adds a new proc in reagent holder, lets trans_to react the transferred reagents if a method is chosen.

* Medical + Syndicate spray bottles

Medical spray bottles have been added to techweb under the biotech node for medical vapor application, alt click to change their skin.
Two suspicious spray bottles have been added as expensive contraband items in the chemdrobe. They have one extra spray range and a random suspicious skin from a pool of 8.
The large spray bottle and the space cleaner bottle also have new icons.
In addition trophazole and MMF have new colors.

* Adds chempacks

the IV medicine bag, or chem pack is the blood pack analogue for chems, it is easy to fill like a beaker but can also be permanently sealed to prevent spillage and mitigate tampering. It can be renamed with a pen. Both the new chem pack and the old blood pack have been added to the medical lathe and biotech node.

* Adds recipes to thializid and trophazole

Also fixes the rhigoxane recipe

* Medsprays are now medigels + fixes

chem packs can now be stored in the smartfridge and chem bag.

Medsprays were renamed medigels to reduce confusion. Calling them medical sprays made no sense since they apply chems through the patch method. 

The lore for the new medigels  is that they spray a thick gel onto the skin that dries into a film.

* minor fixes + mint frosting

I have tried to fix the problems people have pointed out. And the peptides now taste like mint frosting.

* Readds my cleaner sprites

* Adds liver damage to thializid + adds on_transfer proc

Thializid has a liver cost, the cost is worse if you have already sustained liver damage. Fixes weirdness by moving the reagent conversion effects from reaction_mob to on_transfer

* Fixes chem bag examine

The chem bag examine now werks, also fixed a typo in the description.

* Adds a clumsy check to sealing the chem pack

* Makes kelo, bicard and anti-tox unmixable.

I have retained the tricord recipe for now in case someone manages to collect all 3 through non-dispenser means. Think of it like collecting all the dragon balls but lame.

* Makes damp rag apply on_transfer effects

* glass and food now work with trophazole

glasses and food now call the on_transfer proc via trans_to

* Another round of fixes

Replaces 0/1 values with TRUE/FALSE where appropriate. Removes the debug printout from the spray bottle reskin. Replaces one instance of L.damage with C.GetLiverLoss().

* Rhigoxane recipe is now COOLER

200k was too warm since cryostylane cools down so much by itself upon mixing. 
Now the chemist has to choose between adding oxygen for instant cooling or using the heater/cooler to conserve energy.

* Removes the seal() proc and moves its guts into AltClick

* Item_state switching moved to reskin_obj

* Fixes missing medical sprayer left inhand

the sprayer_med_yellow inhand sprite now has the correct name.

* Fixes inhand updating

* Update code/modules/mob/living/carbon/damage_procs.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Update code/modules/mob/living/carbon/damage_procs.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Tries to add typecache

* Moves the typecache and makes it static
2019-07-05 09:50:59 -04:00
ShizCalev
6e44bd3a93 Merge pull request #44796 from kingofkosmos/addswarningspans
Adds warning-spans
2019-07-02 00:47:43 -04:00
XDTM
1cda358f0e Adds construction bags for engineers (#44875) 2019-07-01 20:43:59 +02:00
Twaticus
0cd4ca69a5 Department Skirts (#44776)
About The Pull Request

Adds department skirts to all related lockers/vendors

Why It's Good For The Game

Skirts good
Changelog

cl
add: added department skirts
fix: fixed secskirt dixel
/cl
2019-06-29 21:01:44 +12:00
AnturK
89438fae72 Fix a few reagent runtimes (#44824) 2019-06-27 21:42:50 -07:00
nemvar
b83eca4647 Fix sharpness-related issues (#44830)
Turned off energy weapons can no longer cut down trees, destroy wooden
walls, harvest lavaland plants and make planks.
2019-06-27 21:19:33 -07:00
kingofkosmos
c969f6d3eb Merge branch 'master' into addswarningspans 2019-06-27 15:12:54 +03:00
kingofkosmos
ec5c82029a * "Is already...", "Can not...", "Not when..." etc. 2019-06-27 06:15:43 +03:00
vuonojenmustaturska
867aca7abf Grants the common man access to some parts of the lavaland mining base (#44769)
* will this work?

* add shuttle console to meta

* add shuttle console to box

* remove glide size from box, add shuttle console to delta

* replace airlocks in lavaland common area

* remove step

* secure the gulag a bit more, add a beer fridge

* restore unix line endings?

* Update code/game/objects/structures/crates_lockers/closets/secure/freezer.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* review
2019-06-26 14:52:19 -04:00
py01
29f419c855 The guillotine can be repaired with plasteel (#44719)
The guillotine is a funny item, but you can only repair it with a
whetstone (used or unused). Since the whetstone is rare this leads to
odd situations where the easiest way to sharpen your guillotine is to
make a second one. This lets you repair the guillotine with plasteel,
each piece restores 30% durability (it costs 3 plasteel to make) and
takes 10 seconds.
2019-06-26 02:19:40 -07:00
kingofkosmos
6bbb64e2cf * more warnings 2019-06-25 21:46:21 +03:00
kingofkosmos
fb9731492c * extra spaces removed from "span class = '" --> "span class='"
* warning-spans added to cases of "You need..."
2019-06-25 21:03:25 +03:00
Garen Crownguard
3a37d0322c merge 2019-06-23 20:39:24 -05:00
bgobandit
87006c3c6d Gives the mime two new spells: Invisible Chair and Invisible Box. [READY] (#44494)
About The Pull Request

    Adds two new mime spells to the game. Both work like the invisible wall, i.e. they spawn an invisible item for a limited amount of time:
    Invisible Chair: Summons a chair and has the mime sit in it. Perfect for crowded shuttles or staying put.
    Invisible Box: Everyone's favorite stock mime routine! The mime summons a box (invisible to everyone but him, although you do get the message once spawned) that can store small items. When it disappears, the items are dropped.
    To prevent massively overpowered mimes, the mime gets a spellbook at roundstart from which he can choose only one out of the three mime spells.

Why It's Good For The Game

The mime doesn't get nearly as much cool stuff as the clown, and these are pretty common pantomime routines to riff off.
Changelog

cl
add: After receiving many complaints about mimes who never pantomime, Nanotrasen has liquidated its mime personnel and hired new mimes who know more routines.
add: The mime gets the choice of two new spells: Invisible Chair and Invisible Box. They work much like the Invisible Wall spell does and disappear after a short span of time. The invisible chair can be buckled to like usual chairs; the box works like a standard inventory box item.
tweak: Mime spells are now granted via a spellbook that starts out in the mime's inventory. Mimes can choose one of these three.
/cl
2019-06-23 13:24:00 +12:00
Rob Bailey
65e9888fa6 [READY] Smart Cables (#44265)
Cables now autoconnect on cardinal directions. All cable placement has been completely stripped out and replaced with simple single cable per tile logic.
Low effort demo: https://www.youtube.com/watch?v=fXp8s6ORWbA
Yes I am aware that cutting it is not dropping wire, that version was bugged.
Cables no longer need a knot specifically placed to link to power objects. The sprite is automatically changed to represent this.
The only exception to this logic is that on smes units, due to the terminal being next to the output, they will not link there.
On a technical powernet side, this is the same as old cables once actually placed. They still use the existing powernet system, just the placement and connection works differently.

Old cables have been turned into "pipe cleaners" for wire art purposes. they work just like the old ones, just missing all the powernet functionality, and also you can put them on top of the floor.
Why It's Good For The Game

How obnoxious cables were to both map and work with in game has been something that has annoyed me for a really long time now.
This is both easier for new players to learn, and easier for experienced players to work with.
Along with making in game much more intuitive and easier, it makes mapping much easier as well. Mad lad wjohn was able to rip out all the mapping conversion in one day because of how much faster it is to work with.

cl actioninja and wjohn
add: Cables have been completely reworked. Simple per tile connection logic, automatically connects to things above it. Think minecraft redstone.
add: Old cables have been kept as pipe cleaner. They are non-functional in terms of power, but otherwise have the same connection logic. Also can go on top of tiles.
remove: mech cable layer has been removed because it was terrible shitcode nobody used
tweak: (sort of balance) cable stack sized has been reduced to 15.
/cl
2019-06-22 10:24:37 +12:00
Shaps
8954265573 Agender fixes (#44597)
Credits to Europaisch for help finding all the records stuff

Fixes a few issues I was not aware of with my initial PR

* Being agender is now a distinct DNA value (fixes agender spessmen
  turning female when having their DNA referenced, like during cloning
  and some rudimentary transformations)
* Neatens up preference code, more in line with previous code, fixes
  an issue with male underwear not surviving preference loading and
  defaulting to female underwear
* Allows agender spessmen to change their facial hair with mirrors
* Change medical, personnel, and security records from sex to gender
  and add "Other" option (they currently display "plural" even for
  agendered species like ethereals)
* The -san honorific now applies to plural gender instead of just
  neuter with the Chinese Cartoons admin secret (highly important)

I have never really played genetics and only tested the DNA code with
cloning and rudimentary transformations while still in a body (which
causes it to reference the old body's DNA, like with cloning). Please
let me know if there's a better way to do this and/or if this is apt
to create issues.
2019-06-19 13:59:39 -07:00
vuonojenmustaturska
8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
nemvar
6eaf40adb1 Makes the hermit more based. (#44564)
* welp

* h

* Let's hope I didn't mess map diff up.

* prisoner unbased
2019-06-18 23:24:09 -04:00
nemvar
137e2af8e2 Turns art into a component (#44525)
* welp

* h

* artcomponent

* I forgot something

* handsome squidward

* handsome squid

* n

* Ghosts should have fun too, I guess.
2019-06-18 14:23:42 +02:00
nemvar
74c8498c08 [Ready]Gives ashwalkers an antag datum (#44396)
* welp

* Savages, savages, barely even human.

* Savages, savages, barely even human

* You didn't see this

* h

* bee gone

* FFS, I mixed up my... ugh

* savage

* removed test line

* Turns ashwalkers into antags

* fuck

* hjjg

* fixes stupid

* g

* h2

* Damn...

* There we go?

* If it compiles, we can ship it

* Forgot the actually remove the thingy
2019-06-14 19:48:12 +02:00
nemvar
9a69d66feb Fix the open closet verb (#44480)
Fixes a bug and actually makes it do what it's supposed to do instead
of a hand attack.
2019-06-13 19:24:49 -07:00
Emmett Gaines
45ec62931d Finally removes the signal redirect component (#44251) 2019-06-09 17:25:50 -04:00
Rob Bailey
5743c9a748 Dragging prone mobs slows you down, fireman carrying (#44155)
About The Pull Request

Dragging prone mobs (resting, knocked down, stunned, dead, in crit, etc) that aren't buckled to anything slows you down.

You can fireman carry by aggressive grabbing then click dragging onto yourself. This causes a slight speed penalty that is lower than dragging.
Why It's Good For The Game

Prevents the classic "stun and beat the shit out of while zipping off" which is obnoxious and I don't think anybody likes besides the people who do it.
Makes it so if you feel like being a cunt you can rest while being arrested to make you a pain to take back.
Makes it harder to steal bodies and move away before anybody can properly react, but makes dragging bodies riskier at the same time
Fireman carrying adds an element of risk reward, it takes a little while of standing still to pick them up and also slows you down slightly. More useful to move someone a long distance out of a relatively safe area than a quick pull away.
Changelog

cl
add: fireman carrying. Aggressive grab then click drag onto yourself.
tweak: pulling prone mobs slows you down.
tweak: carrying another human slows you down.
tweak: pacifists can aggressive grab.
/cl
2019-06-09 23:54:02 +12:00
bgobandit
f9330d2fd1 Art produces moodlets, good or bad depending on quality. THE REMAKE (#44174)
* Art produces moodlets, good or bad depending on quality.

* makes more requested changes

* makes requested changes/placates oranges

* fuck this shit

* this is my last will and testament, when I am dead and gone I request that my relatives make the changes that I will probably still be requested to make at that point
2019-06-08 21:58:13 +02:00
Nalzul
47700b8679 Allows you to wear the caution sign + new sprite for the caution sign (#44289)
* +Sprite +Repath

* Adds 5 brute armor
2019-06-04 11:48:47 -04:00
Garen Crownguard
caa683e5b1 merge 2019-06-04 07:04:21 -05:00
Garen Crownguard
4b2fc4cc05 Removes Hygiene 2019-06-04 06:25:51 -05:00
kingofkosmos
1bf60bbe06 Adds missing </span>'s. 2019-06-02 21:29:14 +03:00
skoglol
7969654ad1 Moves machine/computer frames and structures below object layer. (#44165)
* Moves machine and computer frames below object layer.

* Moves structures below object layer.

* moves mineral doors to airlock layer, removes excess layer overrides.
2019-05-31 19:18:41 +02:00
zxaber
130e066372 Allows unanchoring and deconstructing of linen bins (#44171)
* linen bins, your time has come

* update

* update
2019-05-31 13:10:27 +02:00
vuonojenmustaturska
6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
tralezab
ba1fd3e4f7 there is no finish line. there is no escape. more fixes. 2019-05-27 12:38:04 -07:00
tralezab
a2cf51bc3c Merge branch 'master' of https://github.com/tgstation/tgstation into feels-like-i-didn't-even-try 2019-05-27 08:54:14 -07:00
tralezab
c33c7fff9d begone, badcode! 2019-05-27 08:48:03 -07:00
Emmett Gaines
66cab55f28 Replaces the rpg loot datum with a component and makes some suffixes have real effects (#44044)
* Replaces the rpg loot datum with a component

* Makes bane accept species types

And cleans up some other code
2019-05-22 08:47:42 +02:00
skoglol
5316926510 Fixes some missing adjancency checks. (#44020) 2019-05-21 11:43:35 +02:00
zxaber
a22ffe33b1 Reworks AI backup battery system slightly, and allows (un)bolting while on backup at heavy power cost (#43952)
* power underwhelming

* Update ai_core.dm

* status page update

backup power now only shows in the status page if the AI is in the core.
2019-05-18 16:32:02 +02:00
tralezab
e50ef24030 a lot of the fixes minus ship spawning
fix names
2019-05-11 23:21:55 -07:00
Farquaar
3dbc8c3c12 Adds a Bunch of New Religious Clothing Items (#43841)
* Adds the rasta beanie

* Added Bishop Mitre

* Added some more religious headgear

Clown Mitre (Hat of the Honkmother)
Kippah
White and Red Taqiyahs
Medieval Jewish Hat

* Fixes icon_state for the Hat of the Honkmother

* Added some new chaplain outfits

Bishop Robe
Monk's Frock (with hood)
Eastern Monk's Robe
White Robe

* Added Robes of the Honkmother

* Added new religion hat icons

Bishop Mitre
Clown Mitre
Kippah
Red and White Taqiyahs
Medieval Jew Hat
Rasta Beanie

* Added new religion suit icons

Bishop Robe
Monk's frock
Eastern Monk's Robe
White robe

* Added new religious suits

* Added new religious headgear

* Added in-hand sprites for new religious suits

* Added new religious clothing to the chaplaindrobe

Includes new premium and contraband objects.

* Added clown priest's robes to premium

* Added some religion follower hats

Kippah
Taqiyah (red)

* Added rastacap to the chaplain vendor

* Fixed obj directory for red taqiyah

* Fixed spelling of "dreadlocks

* Allowed clown robes to hold prank items

* Created .dm for chaplain suits

For easy organization

* Removed clown priest robes

Put them in chaplainsuits.dm

* Moved new chaplain suits

To chaplainsuits.dm

* Moved holiday priest

to chaplainsuits.dm

* Moved holiday priest to chaplainsuits.dm

* Updated suit obj defines, added monk's frock

* Updated obj defines for chaplain suits

* Updated holiday priest obj define

* Updated chaplainsuit obj defines, added white robes

* Fixed subtype define

Man, that was an embarrassing spelling mistake

* Fixed subtype define

For real this time I hope

* Added chaplainsuits.dm

* Fixed clown robes

* Updated holiday priest path

* Updated path for chaplainsuits

* Re-added prank items to clown robe storage

* Updated pathing for chaplain suits on Pubby

* Added comments

Hopefully this will help the AppVeyor check go through
2019-05-10 15:01:45 -04:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
vuonojenmustaturska
af552d9be5 fix guncase init (#43821) 2019-05-06 16:27:53 -04:00
zxaber
2509aaea46 Removes the negative moodlet for showering with clothes on. (#43722)
* Don't need none of that negitive attitude

* better good

* Adds a message about trying to shower with clothes on while you're filthy.
2019-04-30 10:10:39 -04:00
skoglol
bea6be8fa3 Makes falsewall hide pipes and wires. (#43724) 2019-04-29 12:12:59 -04:00
Tad Hardesty
46aa7d9d6d Improve messaging when failing to fold a bodybag (#43700) 2019-04-29 10:19:31 -04:00
Dax Dupont
b13d244d76 Adds new clown mobs for admin use (#43675)
* new clown mobs and spawners

adds several new types of clown mobs, a beacon to spawn them, and a honkrender that spawns clown hulks

* added more clown varieties and fixes to previous

* fixed unneeded capitalization and changed mob values

removed unneeded capitalization and text errors and altered mob attack values to create more variation. Honkmunculus now does very little damamge but injects a small amount of meth.

* Update clown.dm

* clown changes and new clown

new clown that spawns bananas. can leave large stacks if left unattended, so it may require some reworking. nerfed several overpowered clowns and gave chlown a beetle like stride

* added cluwne to uplink, fixed redundant variables, added new clowns

cluwne can now be purchased for 5 telecrystals as a clown exclusive uplink item. Bananas were greatly improved. new weak clown added. Gave some clowns extra parents to reduce variables.

* Update code/modules/mob/living/simple_animal/hostile/retaliate/clown.dm

Co-Authored-By: Pugnacious-Gnome <48869928+Pugnacious-Gnome@users.noreply.github.com>

* IT LIVES ONCE MORE

* forgive me for this sin

* i wish git would detect case changes

* this works
2019-04-24 18:13:57 -04:00
William Wallace
a944c2a362 Ghosts can analyze gas mixes and some new objects can be analyzed (#43502)
* Ghosts can analyze gas mixes and some new objects can be analyzed

* Replace show_air_status_to with atmosanalyzer_scan
2019-04-16 21:46:36 +12:00
Unknown
c13420e75a initial 2019-04-02 00:18:23 -07:00