* Removes tablet cell parts (#71078)
## About The Pull Request
Removes cell parts and cell part cells, now tablets directly stole a
power cell in them, and uses regular stock cells like every other
machine in the game. This also makes it less confusing because people
are more used to stock cells over computer cells. Because cells
generally hold more power than computer ones, I bumped up the active
power usage from 50 to 75.
## Why It's Good For The Game
We are nearly finished removing all parts, holy cr*p
## Changelog
🆑
balance: Tablets now use regular cells instead of computer cells.
balance: Tablets no longer need a power cell component to hold power
cells.
/🆑
* Removes tablet cell parts
* Feex
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* More flatbread recipies and a pizza for ethereals (#70837)
## About The Pull Request
This PR adds in 6 new flatbread recipes that are a mixture of more
"traditional style" recipes that would have already existed and some new
ones that reflect the space station living lifestyle.

Pictured from left to right is a bee larva and jellyfish flatbread
(stinging), raw meat flatbread (meatlovers), cucumber and egg with liver
flatbread (zmorgast, named after Smörgåstårta), fish and bbq sauce
flatbread (BBQ fish), tomato, mushroom, and oil flatbread (mushroom and
tomato), and korta nut flour and milk flatbread (nuffy).
It also features one additional pizza that can only be eaten by
Ethereals, because I think it is funny when Ethereals eat.

It is made out of two batteries and flatdough.
## Why It's Good For The Game
Generally, this is to add more support as a cook who only makes pizzas
and flatbreads for the crew. As there are only three flatbreads. the
options for such a pizza focused chef who wants to feed any lizards is
pretty low, and then some of those require out of the way ingredients or
additional cooking. This offers a bit more variety to flatbreads
including some with overlapping ingredients to things that you might
already have your hands on if you want to go all in on Pizzacraft. The
ethereal pizza is just a bonus and so that all of the roundstart species
can have a slice now.
## Changelog
🆑
add: Added 6 new flatbreads and their associated recipes
add: Added 1 new pizza for ethereals
/🆑
* More flatbread recipies and a pizza for ethereals
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
* Fixes the universal scanner's sprites and adds contextual screentips. (#70926)
## About The Pull Request
This PR fixes a minor icon_state name discrepancy when switching to the
sales tagger mode (I forgot to add a space to the icon_state, which
carried over to the radial).
I then read #70909 which brings up several issues with the item, and
after actually testing it, everything works as intended. The issue it
appears is that it's not clear enough that the functionality is the same
as it was previously on the prior items, so we've added contextual
screentips to all 3 modes of the scanner.

## Why It's Good For The Game
Fixes#70909. Improves player feedback on the three modes of the
universal scanner through context.
## Changelog
🆑
fix: The universal scanner now properly show all three options in the
radial with sprites, due to a missing space.
qol: The universal scanner now has contextual screentips within all
three of its modes.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes the universal scanner's sprites and adds contextual screentips.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a new black market item, the V8 Engine. (#70393)
This PR adds a new item to the black market uplink, the V8 Engine. The V8 engine is a classic, vintage engine, kept perserved for hundreds of years by black market smugglers, and they'll only ship it to you for an exceptional cost.
* Adds a new black market item, the V8 Engine.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Fixes the black market uplink path. (#70707)
About The Pull Request
So, it turns out the crafting recipe for the black market was using obj/item/market_uplink to make black market uplinks. Now, as it stands, we only have one market, the black market. As a result, the parent pulls that as well.
However, that doesn't change the fact that the description for the parent is quite literally one of those "You shouldn't have one of these!" sorts of descriptions that we've usually try to report.
Why It's Good For The Game
Cleans up the item paths for future usage of the market system for potentially civilian markets and also makes it seem like the black market uplink actually works. (It does).
* Fixes the black market uplink path.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Fixes ear bounty not clarifying it only accepts upgraded cybernetic ears. (#70499)
fix: Fixed ear bounty not clarifying that it only accepts upgraded cybernetic ears.
* Fixes ear bounty not clarifying it only accepts upgraded cybernetic ears.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Made revisions to cargo bounty descriptions. (#70470)
Made numerous revisions to cargo bounty descriptions, and added one new bounty.
* Made revisions to cargo bounty descriptions.
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
* Fixes some broken pathing for welding helmets (#70466)
* Fixes some broken pathing for welding helmets
Co-authored-by: Rhials <Datguy33456@gmail.com>
* [MDB IGNORE] Shuttle engines part 2: Engines are now machines (#69793)
* Makes engines machines instead of structures
* Updates the maps
* Fixes boards and anchoring
* Removes 2 unused engine types
Router was actually used a total of once, so I just replaced it with propulsion.
I think cutting down on these useless engine types that make no difference in-game would be a nice first step to adding more functionalities to them.
* Don't use power (since shuttles dont have)
Shuttles don't have APCs, instead they just have infinite power, so I'm removing their power usage for now. I'm hoping this can be removed when unique mechanics are added to engines, because I would like them to make use of power like other machines.
* re-organizes vars
* deletes deleted dm file
* Slightly improves cargo selling code
* Renames the updatepaths
* Removes in_wall engines
I hate this stupid engine it sucks it's useless it's used solely for the tram it provides nothing of benefit to the server
replaces them with regular engines
* [MDB IGNORE] Shuttle engines part 2: Engines are now machines
* should fix that
* THEY. REMOVED IN WALL ENGINES. THE BASTARDS.
* common mining shuttle
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* New Knucklebones crate (#70211)
* Adds a new 'Knucklebone' crate to the Cargo console under Service's "Costume & Toys" section, which comes with a crayon, 19 dices, and a paper explaining how Knucklebone works.
* New Knucklebones crate
Co-authored-by: GrimsonGrime <90585674+GrimsonGrime@users.noreply.github.com>
* Improves supplypack code to support repeats (#70210)
* changes how supplypacks are populated
was working on an not updated branch so might have some funny changes sprinkled in
* its 2022 time to update!!
* Improves supplypack code to support repeats
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Removes network cards and printers from tablets
* merge tablet_presets
* printer.dm should have been deleted, missed change
* update contractor tablet
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Removes AI and Charge parts from tablets, adds support for more later.
* merge conflict
* remove modular tablet loadout item
* fix SR maps referencing tablets, add clear PDA instead of modular tablet loadout
* remove pda loadout item
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Completely refactors hallucinations, and also adds a few
* delete 5 old hallucination types that should have been removed
* Fixed old leftover tips conflicts
* Fixes all the leftover conflicts and otherwise broken code
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds fax machines to the supply shuttle blacklist (#69766)
Fax machines being present on the supply shuttle creates a risk that there may be ways to send other blacklisted items to CentCom in order to gain access. The neatest and safest solution to this broad realm of potential exploits is to keep the fax machine from being able to get there in the first place.
* Adds fax machines to the supply shuttle blacklist
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
* Dimensional Anomaly (#69512)
About The Pull Request
Everyone has been asking: "When will there be an anomaly like the bioscrambler, but for the space station? Please, we need more things which replace objects with different objects from the same typepath."
Well I made it and it looked like ass because non-tiling floor and walls look terrible, so then I made this instead.
Dimensional.mp4
The "dimensional anomaly" shifts matter into a parallel dimension where objects are made out of something else.
Like the Bioscrambler anomaly, it does not expire on its own and only leaves when someone signals it or uses an anomaly remover.
When it spawns it picks a "theme" and converts terrain around it until it covers a 7x7 square, then it teleports somewhere else and picks a new theme.
A lot of these themes are relatively benign like "meat", "fancy carpet", or "gold". Some of them are kind of annoying like "icebox" because it creates floor which slows you down, or "clown" because bananium is intentionally annoying. Some of them are actively dangerous, mostly "uranium" and "plasma".
The main problem this will usually cause for crewmembers is decreasing area security. When it replaces doors it replaces them with ones which don't have any access control, and it will also replace RWalls with normal and much more vulnerable walls which will make breaking and entering significantly easier until someone has taken the time to fix the damage. But also sometimes it will irradiate them, you never know.
The fact that sometimes the changes are benign (or provide uncommon materials) and might be happening in places you don't care about access to might encourage people to push their luck and leave it alone until it starts turning the captain's office into a bamboo room or repainting medbay a fetching shade of flammable purple, which I would consider a success.
Armour.mp4
If you successfully harvest the anomaly core you can place it into the reactive armour to get Reactive Barricade Armour, which shifts your dimension when you take damage and attempts to place some randomised (not terribly durable) objects between you and hopefully your attacker (it really just picks up to four random unoccupied tiles next to you). If you're EMPed then the changes it make to the environment will often be as unpleasant for you as they are for a pursuer, and significantly more likely to harm both of you rather than just provide obstacles.
Other changes:
I split anomalies out into their own dmi file, seems to be all the rage lately.
I moved the anomaly placing code into a datum instead of the event because I wanted to reuse it but if you have a better idea about where I could have put it let me know.
This also fixes a bug where the material spreader component wasn't working when I applied plasma materials to something, the extra whitespace was parsing as another argument for some reason and meant it would runtime.
Supermatter delamination was still pointing to Delimber anomalies instead of Bioscrambler.
* Dimensional Anomaly
* Fixes the upstream merge skew
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Resprites Trekkie Uniforms, adds Voyager Uniforms, adds Trekkie Costume Crate (#68871)
Added a Star Trek Costume Crate and updated the Star Trek uniforms to modern sprite standards, as well as adding Voyager uniforms!
* Resprites Trekkie Uniforms, adds Voyager Uniforms, adds Trekkie Costume Crate
* goodbye
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes supply pods being vulnerable to explosions BEFORE they land. (#69598)
An edge case that showed up during testing (spawning 5k supply pods.)
* Fixes supply pods being vulnerable to explosions BEFORE they land.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Allows Brig Subtypes To Be Usable for Departmental Orders (#69411)
* Allows Brig Subtypes To Be Usable for Departmental Orders
Hey there,
I saw an odd thing on IceBox the other day, where they couldn't deliver the departmental order crate because they were trying to open it in `/area/station/security/brig/upper` and not `/area/station/security/brig`. When they went down a z-level and opened it in the correct area, it worked perfectly fine. However, I think it's a bit obtuse, and this sort of thing might only get worse as multi-z maps become more dominant. So, let's apply a code solution by making the areas list read off typesof for the department_delivery_areas for security crates.
* typesof didn't actually work, we go explicit now
* Allows Brig Subtypes To Be Usable for Departmental Orders
Co-authored-by: san7890 <the@san7890.com>
* the express supply console now requires general cargo access instead of QM access (#69312)
* remove the access requirements
* cargo access instead of qm access
* Update expressconsole.dm
* the express supply console now requires general cargo access instead of QM access
Co-authored-by: AIUNBOLT <111551669+AIUNBOLT@users.noreply.github.com>
* Ports rideable pigs from Aether (With changes to make them basic mobs) (#69248)
Adds rideable pigs from aether(With changes to make them basic mobs)
Pigs now drop pork, and you can cook it into pork chops.
* Ports rideable pigs from Aether (With changes to make them basic mobs)
Co-authored-by: LukasBeedellCodestuff <92578337+LukasBeedellCodestuff@users.noreply.github.com>
* Fix certain orders not working on departmental supply consoles (#69122)
regression or somethign
* Fix certain orders not working on departmental supply consoles
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
* Adds the Mothroach (#68763)
About The Pull Request
Yup. That's pretty much it. This PR adds the Mothroach to the game, described as "An ancient ancestor of the moth that surprisingly looks like the crossbreed of a moth and a cockroach."
Do you love the Mothroach? Then you can cuddle with it and pat it, as well as place it on your head for extra cuteness.
What if you hate it, though? You can always kill and butcher Mothroaches in order to mass produce moth plushes for your own profit... How fun!
Either way, you win!
The Mothroach can be picked up and has a special on-head sprite (which looks really cute). It is able to vent-crawl and you may get one by randomly summoning a friendly mob through the gold slime extracts, or by ordering one through the Cargo Requests. After butchered, you may use its hide, a heart, and some cloth to craft a moth plushie, the most devilish of Devil's designs.
Full Preview of all the Sprites (NEW): https://www.youtube.com/watch?v=pdg8FTNEYjI
Preview of some of the Sprites (OLD): https://www.youtube.com/watch?v=9A-8hGCiW0s
In-hand, on-head, and grounded Mothroach sprite credits go to ValuedEmployee.
I did the Mothroach hide sprite though!
Why It's Good For The Game
The Mothroach is incredibly cute and a neat, fresh, new piece of content. Although it could use some future repurposing, right now it's simply a cute exotic pet with a few interactions.
These cute sprites are just too good to go to waste...
I keep seeing people complain about the lack of new content. Well, here's something niche that won't break the whole balance of the game and that will be cute. I seriously cannot see a motive not to add this to the game. Just because it isn't a powergaming tool or something that is seen every shift, that doesn't mean that it won't have a positive influence on the game. As I have stated, right now the Mothroaches are underperforming in terms of interactions and ways of getting them, but adding them is the first step to later improve them.
Changelog
cl
add: The Mothroach, your new local exotic pet
add: Mothroach Hide and Mothroach Meat
add: New crafting recipe for the Moth Plush: 1 Mothroach Hide; 1 heart; 3 cloth
fix: Fixes dead mobs on-head not having sprites
/cl
* Adds the Mothroach
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>
* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again
* Fixed a bunch of info variables in map files
* Alright this is why I wanted this merged yesterday
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Lizards can now be bought from cargo (#68854)
* Lizards can now be bought from cargo
* Comma
* Lizards can now be bought from cargo
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>