* Olives! + Custom sushi/Pierogi changes (#67239)
About The Pull Request
This is a continuation of #66946 since I have enough points to finally do so.
This PR will:
Expand upon my previous sushi PR, allowing people to use an ingredient on a sushi sheet to start creating custom sushi.
Add olives! A new type of fruit that can be grown in hydroponics. When ground, it becomes olive paste which when mixed with water in a 4-1 reaction turns into 2 units of quality oil.
Make pierogis require a dough slice to craft instead of a bun.
Make quality oil cost 50 credits to order instead of 120
Why It's Good For The Game
Since my sushi PR merged, many people have asked me to add custom sushi, so here it is. This will allow chefs to make more interesting menus with added customization.
Quality oil is an extremely expensive commodity (120 credits for one 50 unit bottle, 240 if you expedite it!!!) and can only be acquired from cargo. I feel because of this, many chefs do not make lizard or mothic foods because simply acquiring the ingredients to do so is either very time consuming, expensive, or both. This will encourage people to make those foods more often since one of the key ingredients in many lizard or mothic dishes can be made by them, too. Olives themselves can be eaten as a snack and open up opportunities for new foods in the future, and it makes sense for you to make your own oil since the process is simple yet highly inefficient in real life.
This PR originally had a way to craft cornmeal as well, but that idea was adopted yesterday in #67227 which they can keep.
Lastly, it seems more reasonable for pierogis to require a dough slice instead of a burger bun. Don't think that requires more explanation.
I believe my gbp score is at -3, but I have three PRs waiting to merge currently which will boost me way above that.
Changelog
cl
add: Botany can now grow olives, which can be ground into a paste and mixed with water to make quality oil.
add: You can now make custom sushi by using an ingredient on a seaweed sheet. The sushi will be named after the first ingredient you use.
balance: Pierogis now need a dough slice instead of a bun
balance: Quality oil costs 50 credits to order instead of 120
/cl
* Olives! + Custom sushi/Pierogi changes
Co-authored-by: MidoriWroth <kodyman@att.net>
* Buffs the greedy god vending machine (#67836)
The greedy god vending machine was pretty underwhelming compared to normal custom vending machines, it only had fancy light beams, this makes it harder to break and lets it store/sell more items
* Buffs the greedy god vending machine
Co-authored-by: bob-b-b <36081010+bob-b-b@users.noreply.github.com>
* Adds the white cane. (Bounty Code) (#67801)
This PR adds the white cane.
It can be crafted using 3 iron rods. Additionally, white canes can be purchased from the medical vendor, differentiating them from the costume canes.
White canes are transforming items that can be folded down from a small size to their fully extended versions, which are too large to store in a bag.
* Adds the white cane. (Bounty Code)
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Scrubber Clog Random Event Spiritual Successor -- New janitor content! (#67023)
Adds a brand new random event as a spiritual successor to the long-lost scrubber overflow event! Scrubbers (that is, a single one on the station) may now randomly become clogged with mobs, and after an alert, will begin pumping out mobs at a steady rate. The infestation can be fixed by either welding the scrubber shut and waiting for the infestation to clear, or you can use a plunger on the scrubber to clear it manually.
* Scrubber Clog Random Event Spiritual Successor -- New janitor content!
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Fixes vendors qdeling brains of GODMODEd admemes upon rolling a crit squash (#67100)
* Fixes vendor qdeling brains of GODMODEd admemes
* Fixes vendors qdeling brains of GODMODEd admemes upon rolling a crit squash
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense (#66860)
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
It was used as the parent for a lot of other small animal masks simply
because of its flags and a single proc, so i repathed it to
`/obj/item/cltohing/mask/animal/small/...` to make more sense
* adds an updatepaths
* fixes the got damned maps
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more (#66505)
- All tablets who previously had apps in a cartridge now has them built-into their tablet instead. This means it costs space for it.
- Rebalances the sizes of several apps to help them fit on Command tablets (Cargo ordering costed 20!!)
- Removes tablet cartridges, they've been reworked into a regular old portable disk (the same you use for toxins/borgs)
- Removes Signaller (the module required to run the signaller app) from tablets (likely will remove more in the future)
- Refactors the health/chem scanning app to not be as bad
- Dehardcodes detomatix resistance
- Ability to send PDA's to all is now tied to your access rather than a cartridge
- Moves 'eject disk' button to the very top of the UI
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more
* wew
* wew
* ok
* Update nanotrasen_consultant.dm
* Update nanotrasen_consultant.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Botany Bean Expansion (#66472)
Adds two new plants to hydroponics: Green Beans and Jumping Beans. Green beans contain a small amount of vitamin and multiver, since they're so healthy. Jumping beans contain ants, seeing as how real life jumping beans contain insect larva. They also jump!
Adds two new traits to hydroponics:
Prosophobic Inclination. This trait is found in green beans and prevents plants with high instability from mutating species naturally. Wild mutation harvests and the floral somatoray can still grant access to mutations, however.
Symbiotic Resilience. This trait is found in jumping beans and prevents plants with high instability from mutating stats naturally.
Fixes a few very minor spelling errors.
* Botany Bean Expansion
Co-authored-by: the-orange-cow <76538214+the-orange-cow@users.noreply.github.com>
* updateDialog and updateUsrDialog cleanup (#66494)
This PR focuses on cleaning up two procs - updateDialog and updateUsrDialog. Both of which are/were used updating for old HTML UIs. As these UIs got converted to TGUI over time, these old code fragments started to pile up, often due to coders simply overlooking them. This resulted in them being dead code doing nothing when called, or randomly opening up windows when they shouldnt, for example when a vending machine is screwdrivered and UI cannot even be interacted with.
However, there were also some desirable uses - like opening a window when an ID is inserted into civilian bounty console, which you are then gonna obviously use to pick a bounty. I kept these uses and replaced them with proper ui_interact, so they now always work, instead of them working only when you had them set as a currently used machine on mob. The list of these changes is:
Civilian Bounty Console will now always bring up its UI when you insert the ID.
Air Alarm and APC will now always bring up its UI when you unlock their controls.
Portable Chem Mixer, Chem Dispenser, Chem Heater, Improvised Chem Heater, Chem Spectometer and Chem Master will now always bring up their UI when you add or replace beaker to them.
Two old /Topic calls were cleaned up as well, as they were no longer relevant.
Removes dead or outdated code, adds sensible UX when working with certain UIs.
* updateDialog and updateUsrDialog cleanup
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
* Ports new evangelion jumpsuit sprites from bee, adds them to robotics vendor (#65940)
Ports evangelion jumpsuit sprites from BeeStation, adds red and black mech jumpsuit sprite
* Ports new evangelion jumpsuit sprites from bee, adds them to robotics vendor
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Maid costumes, the respritening (#65844)
About The Pull Request
Haha gotchu, april fools
haha gotchu again, it's an actual resprite and additions to the maid costume with a headband, arm covers or whatever you call them, and a neck cover.
Spin arounds of the sprites.
Content
Content2
Why It's Good For The Game
TG is on a crusade to delete old sprites, or whatever. Someone has to do this at some point.
Changelog
cl
imageadd: New and updated maid costume sprites
/cl
* Maid costumes, the respritening
Co-authored-by: Halcyon <81479835+Ebin-Halcyon@users.noreply.github.com>
* begone, vile palette (redo red scrubs)
* begone, sprite issues! (redo one of the sec-sunglasses)
* begone, unused sprites/items!
* (same as last)
* makes more sense
* no more skirts
* no longer needed
* re-does the security vendor overrides better
* adds old alts of sec gear (for admims/mappers)
* emissives fun!!
* secmed gives me aneurisms
* digi-tize
* commits the cardinal sin
* also fix some palettes while im here
* these are broken anyways
* oops
* Revert "these are broken anyways"
This reverts commit 4941f14b3141e7e78cae1a88908d40a597c3af9d.
* missing icons + reskin fix + adjust fix + blue cap variant
* reskin woes
* i hate medic
* begone, redsec
* iconsss
* Apply suggestions from code review that I did so I can see my changes better
* icon fixes
* removes redundant HoS Formal Suits
* i hate maps
* sec medic kiiinda better
* fix eror
* tgu===
* conflict fix 2
* woo woo woo fix3
* what a silly funny little typo
* red to redsec, easy to search
* fuck you CDO
* i need to stop trying to sprite
* goodbye redsec vendors!!
* one spray of red-away
* bye red! (sprites nyi so not bye yet)
* conflict fix
* few more redsec killings
* what do i even say about this its literally peter griffin
* bye red bye red bye red
* Apply suggestions from code review
* repair icons
* Apply suggestions from code review
* i forgor
* production/fishing skills, forge/ceramics/glassblow cleanup
* forgot this, more benefits
* idk why this fails ci, even though it says it defaults to type
* some changes
* the fix
* right clicking hammer anvil works now
* Resprites The Detective, Blueshift and Constable Outfits (#65190)
imageadd: The detective outfits, the blueshift uniform and the constable outfits have been redone!
* Resprites The Detective, Blueshift and Constable Outfits
Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Medical Revamp: Resprites and Jumpsuit/Under Changes (#65236)
New sprites for the CMO's turtleneck/skirtleneck, paramedic jumpsuit/jumpskirt, virologist jumpsuit/jumpskirt, and chemist jumpsuit/jumpskirt
* Medical Revamp: Resprites and Jumpsuit/Under Changes
* fix
Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* Fixes issues found by new switch lints (#64766)
Very nice addition to sdmm.
* Fixes issues found by new switch lints
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Refactors pay stands + custom vendors (#63889)
I am disgruntled by the way pay stations work. They're not intuitive, they're a pain to build and have no interface. Basically: They don't get made, and the potential is lost.
Pay stands => Holopay
Summoned by right clicking your ID
Disappears if the card is out of range.
New TGUI window that offers more customization
Other bundled fixes:
Custom vendors become more user friendly
Code improvement
Lots of documentation + refactoring
New bundled number input will likely take place of animated number in tgui input number
Why It's Good For The Game
More RP opportunity for players, plus bug fixes. It's now much easier for players to start their own in game business selling substances clown shoes.
Changelog
cl
code: Created a new input component that accepts only integers. More usage to come.
refactor: Pay stands are now holographic. It's 2562! Create one by right-clicking your ID.
del: Circuit boards for pay stands.
refactor: Pay stands now have their own TGUI.
fix: Custom vendors now alert you when someone makes a purchase.
fix: Custom vendors now place items in your hand when you make a purchase.
/cl
* Refactors pay stands + custom vendors
* I edited these maps in a text editor
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Adds blue shoes to the MediDrobe. #64492
About The Pull Request
Adds the blue shoes, which paramedics start with but are seemingly otherwise unobtainable, to the wardrobe that has the rest of their starting outfit in it.
Why It's Good For The Game
Currently, paramedics have no way to replace their shoes, or get them if they change their job to paramedic, other than making fake ones using a washing machine and crayon. Also, they look a hundred times better than white shoes when I'm wearing blue medical scrubs as a doctor, which is the main reason I made this PR.
Changelog
🆑
add: Added blue shoes to the MediDrobe.
/🆑
* Adds blue shoes to the MediDrobe.
Co-authored-by: Donpedrito <pedro.storch@gmail.com>
* Boritos: Now with different flavors and available at vendors + Ready Donkmeal Trash Sprite uplift (#64238)
Boritos finally decided to start supplying the station with their cornchips. This PR comes with 4 flavors of boritos that can be bought from vendors as well as a slight uplift for the sprite of Ready Donkmeal's trash variant, making it actually look like trash rather then a pristine box.
Also hey if you walk on boritos packages they pop! Thats cool right?
* Boritos: Now with different flavors and available at vendors + Ready Donkmeal Trash Sprite uplift
Co-authored-by: ErdinyoBarboza <erdinyobarboza@gmail.com>
* Vending Machine no gravity fix (#64379)
Vending machines will no longer tilt onto people if there is currently no gravity experienced by it.
* Vending Machine no gravity fix
Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
* Semkis and Pistachios! Come get your snacks + Snack Items Name Fixes (#64276)
Snack time
* Semkis and Pistachios! Come get your snacks + Snack Items Name Fixes
* Fix (#10960)
Co-authored-by: ErdinyoBarboza <erdinyobarboza@gmail.com>
* Fixes + expands vending machine returned purchases (#64314)
Fixes vending machine returns, also makes it so you can return anything to (nearly) any vending machine. New stuff vends first. Secondhand stuff last.
* Fixes + expands vending machine returned purchases
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Fixes cyborgs being able to right a vending machine from any distance #63887
* Fixes cyborgs being able to right a vending machine from any distance
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* adds the three missing (non-cursed) animal masks to the autodrobe, reenables speech modification for most animal masks (#63824)
* adds the three missing (non-cursed) animal masks to the autodrobe, reenables speech modification for most animal masks
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Adds a new toy: The Captain's Aid (#63833)
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a new toy: The Captain's Aid
Co-authored-by: FernandoJ8 <80640114+FernandoJ8@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>