* [NO GBP] Fixes spurious CI failures from museum ash spawns (for real this time) (#81690)
## About The Pull Request
I saw this runtime again despite thinking I fixed it and then realized I
needed to be calling `ispath()` since we are not working with an
instantiated object with these lists. Oops
## Why It's Good For The Game
Working code is good
## Changelog
Nothing player facing
* [NO GBP] Fixes spurious CI failures from museum ash spawns (for real this time)
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Removes some easily accessible sources of Mythril (#81595)
## About The Pull Request
- Deletes Mythril coins from random spawners, redestributes its weight
where relevant
- Deletes Mythril Sheets from icebox fishing, replaces it with Runite,
which is far less harmful (literally just a strong material)
## Why It's Good For The Game
Mythil's not supposed to be easily player available
Literally the first coin I spawned in testing was summoning, the most
gamebreaking one.
Also see this for more information
https://github.com/tgstation/tgstation/pull/75199#issuecomment-1537836361

With 2 sheets you can farm any prefix you want by combining and
splitting sheets. Nope!
## Changelog
🆑 Melbert
del: Deletes Mythril Coins from random coin spawners
del: Replaces Mythril sheets in icebox vent fishing with Runite sheets
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Removes some easily accessible sources of Mythril
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* The maintenance crate spawning crate is now a spawner (#80083)
## About The Pull Request
`/obj/structure/closet/crate/maint` was a type of crate that spawned a
completely different crate, and then deleted itself. I have decided to
swap this out for an actual spawning effect.
I have also did some subtypery to remove some duplicate code that
handled randomly opening the spawned closet/crate (through I am not that
satisfied with
`/obj/effect/spawner/random/structure/closet_empty/crate/with_loot` as a
sensible typepath name, I would like to ask for suggestions). I also
removed a loot define, because it was no longer needed as its contents
were used on a single page.
## Why It's Good For The Game
Things that act like spawners should be spawners.
Maybe this fixes the CI issue on northstar where a mousetrap box gets
deleted before it initializes during create and destroy? It was placed
above a spawner that spawned one of these self deleting crates. I am
unsure, I could not replicate this issue during testing.
## Changelog
Nothing player facing.
* The maintenance crate spawning crate is now a spawner
* UpdatePaths
* Update Blueshift.dmm
---------
Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Invisibility refactor (#78908)
This adds a tracker for sources of invisibility and a priority system. I
needed this for another thing so I'm doing this first since it touches a
lot of code. As for the bugs fixed in the changelog, it's only what I
noticed while going through everything and there's likely a few more
things fixed with this. This should be testmerged for a while, I'll
bring this out of draft when it feels safe.
🆑
admin: Invisimin can now be used on mobs that are already invisible,
whether through temporary or permanent effects.
fix: Monkeyize/Humanize mob transformations no longer permanently reveal
invisible mobs if they had effects making them invisible otherwise.
fix: Objects with the undertile element that have been made invisible
through other means are no longer revealed by being uncovered.
/🆑
* Invisibility refactor
---------
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Removes all spawn locations of the awakened plush except the bus ruin (#78559)
It's supposed to be a coderbus easter egg, stop putting it elsewhere. I
want it to stay rare enough that it confuses people when it makes it to
the station.
The secure closet had it on the loot table and due to how that's coded
it has to have something replace the slot (or rework the loot spawning
code there) so I put a live bomb in the slot instead.
🆑 ninjanomnom
del: An easter egg plushie that was spawning where it shouldn't has been
brought back home.
add: The secure closet can now spawn live gibtonite, enjoy your free
bomb.
/🆑
* Removes all spawn locations of the awakened plush except the bus ruin
---------
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* adds crushed can, jelly doughnut, and shipping container random spawners (#78444)
## About The Pull Request
i got bored so i made some new spawners, mainly for mappers but maybe an
admin will use them too. pics here:

firstly, this adds crushed can spawners, for if you want a random
crushed can sprite in your map, and don't really care which it is.
if you _do_ care, however - you can set the var/random_icon field on one
of these to 0, in your copy of strongdmm. then just change the icon
state to whatever specific can design you'd like it to be (ie:
"wellcheers")
here you can see a few of them in action

secondly, this adds doughnut, jelly doughnut, and slime jelly doughnut
spawners - pictured below
these use a weighted list based on flavor - more down to earth flavors
are more common, while more interesting and unique flavors like bungo
and blumpkin are a bit rarer.

thirdly, this adds a shipping container spawner. this one uses a
weighted list so the super obvious syndi corps are rare, less obvious
ones are less rare, and regular corporate ones are common. here you can
see a few.

## Why It's Good For The Game
more flexibility for mappers, more dynamic spawns... what's not to love?
## Changelog
🆑
not player facing
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* adds crushed can, jelly doughnut, and shipping container random spawners
---------
Co-authored-by: Lamb <110322848+CoiledLamb@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Basic Mob Brimdemon (#78424)
## About The Pull Request
Fixes#71330
The brimdemon was basically already perfect (well, it has a novel means
of attacking) so I didn't get too fancy with this one, it's _largely_
just a straightforward conversion.
Following this change it's a little slower to back off, but better at
lining up with people in order to blast them. Additionally, its beam is
now a mob ability so you can give it to other mobs if you so desire.
Because I can't help doing a _little_ tinkering, Brimdemons now explode
2.5 seconds after they die, after a brief warning animation.
## Why It's Good For The Game
Simple mobs must die
## Changelog
🆑
add: Brimdemon corpses release an explosion shortly after death, just to
keep you on your toes.
refactor: Brimdemons now use the basic mob framework which (should)
improve their pathfinding somewhat. Please bug report any unusual
behaviour.
admin: The brimdemon's beam ability can be given to any mob, for your
Binding of Isaac event
/🆑
* Basic Mob Brimdemon
* Modular
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* seedling basic mobs (#78224)
## About The Pull Request
this is a mob that was removed from the game since years ago. this pr
refactors them and readds them to the game. seedlings now can have
different colored petals!

to obtain this monster, botany can now grow them out of 'seedling' seeds
that they can find in the exotic seeds crate. this mob loves to help all
plants and when its grown out of the seed, it will help the botanists
look after their plants. it can water plants (if it finds a bucket),
remove weeds and remove dead plants. they will also use their solarbeam
ability to provide small healing to damaged plants. it will try to
refill its bucket with water if there is a water source near by. it will
also follow the orders of whoever harvested it.

traitors can buy a seed from the uplink that grows an evil version of
the seedlings, they can command them to attack people and use abilities
and to cause chaos on the station.
## Why It's Good For The Game
refacotrs the seedlings into basic mobs
## Changelog
🆑
refactor: seedlings have been refactored into basic mobs please report
any bugs
add: seedlings now can have different colored petals and can look after
botanys plants
add: seedlings are re-added to the game! they grow out of seedling seeds
obtainable from exotic seed crates or traitor uplink
/🆑
* seedling basic mobs
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* [no gbp] Lavaland should no longer spawn one million goliaths and watchers (#77716)
## About The Pull Request
Fixes#77709
I made a very smart and sensible and handsome change in a recent PR to
replace `mob/goliath/random` and `mob/watcher/random` subtypes with
spawner effects rather than mobs which qdel themselves on init sometimes
however I neglected to account for how the lavaland map generation was
reliant on those typepaths to space mobs apart
resultingly the map generator would attempt to place lavaland mobs about
12 spaces apart _unless_ they were goliaths or watchers which it would
spawn basically as much as it wanted wherever it wanted
## Why It's Good For The Game

## Changelog
🆑
fix: the goliath and watcher mating season has ended and population has
returned to normal levels
/🆑
* [no gbp] Lavaland should no longer spawn one million goliaths and watchers
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff
* oorah
* im sure more will come up eventually
---------
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Updates all the icons in under/suits.dmi and related sorting/cleanup (#76865)
Somebody was pointing out how our suits varied WILDLY in quality
Figured I'd go through and tidy them up
* Updates all the icons in under/suits.dmi and related sorting/cleanup
* Rename Amish suit, remove scratch suit (was removed upstream)
* Fixes a rogue path
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request
[Removes the pretense of relative multiz
levels](0293fdc2bd)
Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.
That's a fiction of the trait system, the actual backend has never
really supported this.
This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.
I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.
Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.
[Converts the starlight disease to use BYOND's directional defines
instead of our
own](7d698f02d9)
To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before
## Why It's Good For The Game
Faster multiz code, faster init, etc etc etc
* modular files how very dare you
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Converts sec armories to using the (not) random mapping spawners (#76392)
## About The Pull Request
Title.
## Why It's Good For The Game
Armories aren't really a dense area mapping wise, just a few guns there,
armor there, and some fluff security stuff (like HUDs or whatever).
This PR just converts most of the heavy stuff (armor, helmets, guns)
into spawning helpers with the aim to make mapping armories just a tad
bit quicker and easier.
The only thing this does kinda nuke is the neatly stacked stuff, which
the mapping helpers kinda suck at doing, but its not totally woeful.
## Changelog
🆑 Jolly, timothymtorres
code: Jolly: Armories across all maps have been tweaked slightly. Report
to a Nanotrasen security advisor for any missing guns, armor, helmets or
anything else that was there previously (that means, post an issue on
Github if theres an issue!!)
code: timothymtorres: Random item spawners now support better control of
their X/Y pixel offset.
/🆑
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
* Adds the spawners to the modular armories where applicable
* Update random_spawners.dmi
* grr
---------
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Tim <timothymtorres@gmail.com>
* Icon folder cleaning wave one
* Fixe a merge conflict
* Fixes some more merge conflicts
* Fixes some modular icon paths
* Fixes even more modular icon paths...
Hopefully that's the last of them
* Fixes some merge discrepencies
* More merge issues
* ok
* not ok
---------
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Mini Fridges now have a grimy subtype, can go over tables, and start off anchored. (#76517)
## About The Pull Request
/obj/structure/closet/mini_fridge is now a clean nice one, which only
spawns beverages and does not have that cockroach reference in the
description, and starts off anchored. now
/obj/structure/closet/mini_fridge/grimy works like the old mini-fridge,
with syndicake, moldy bread, and now the chance of an ACTUAL cockroach.
I've replaced them on maps according to each one's needs, So, as an
example, Northstar gets a regular one (it var edited it before) while
tram maints get the grimy subtype.
mini-fridges now can properly go over tables, so you don't have to
deconstruct said table to put it on top again.
## Why It's Good For The Game
I've found the need for a nice subtype while doing a ruin, and so has a
few other mappers apparently, as northstar had a var edited variant. The
fact that it couldn't go over tables and started off unanchored was
annoying on tram and icebox, where it is present on the kitchen and you
could easily push it to the ground and suffer.
## Changelog
🆑
qol: It has been issued brand new mini-fridges for our active stations,
Featuring more booze and less moldy pizza!
/🆑
* Mini Fridges now have a grimy subtype, can go over tables, and start off anchored.
---------
Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead (#76296)
## About The Pull Request
Title.
Also, fixes https://github.com/tgstation/tgstation/issues/75568 at the
request of @ TheVekter
## Why It's Good For The Game
This subtype only exists to append ore box behavior and is clearly a
relic of pre-2020 mechcode.
Keeping it around will only make it harder in the future to add new
mechs with ore box support.
## Changelog
🆑
fix: Clarke ore box now has a less confusing dump contents button.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead
* updatepaths
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* 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.
/🆑
* Expanding the Experimental MODsuit Bepis Node with three new modules.
* update modular, I hate this file btw
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Removes poseur tag graffiti (it's been dead for ~6 years Edition) (#75689)
## About The Pull Request
The _poseur tag_ graffiti option was not removed in the gang gamemode
removal back in #30056. Back then it would have chosen one of the gangs'
tags to mimic. Now, if selected, it will create an empty graffiti. This
will also apply to any mapped/generated graffiti. This sucks and this
derailed me from my other thing I was doing in the crayons.dm vicinity.
## Why It's Good For The Game
Removes a 6-year-old non-functioning graffiti option.
## Changelog
🆑
fix: exorcised a ghost of the gang gamemode from graffiti
/🆑
* Removes poseur tag graffiti (it's been dead for ~6 years Edition)
---------
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
* Adds Ethereal Drinks (#75487)
## About The Pull Request
Adds 3 new electric-themed drinks for ethereals. They count as food for
etherials, (not much, one glass is about equivelant to a plasma burger),
but humans can drink them as well, among other effects.
## Why It's Good For The Game
As an ethereal player, I do feel while our food is convenient, that we
miss out on the RP other species get from going to the bar. This allows
for etherials to order drinks from the bartender. All effects work on
all races, with the hunger satiation as the exception.
## Changelog
🆑
add: Voltaic Yellow Wine - New "base" drink, found in booze-o-mat. No
special effects besides acting as a weak ethereal food. Not very potent
in terms of alcohol.
add: Telepole - New mixed drink themed after thunderstorms, gives the
same shock-resist grey bull does. Made from 1 part Voltaic Wine, 1 Part
Sake, and 2 parts Dark & Stormy. Moderately potent.
add: Pod Tesla - New mixed drink, themed after the old removed tesla
engine (the singulo gets a cocktail, it should too!) Grants a brave -
bull phobia resist, and a stronger grey bull shock resist allowing you
to (temporarily) resist tesla arcs from reactive armor and the SM's
tesla coils. Gives a pleasant thought to whoever drank it, because this
thing is a pain to make. Made from 5 parts admiralty, 5 parts telepole,
and 3 parts brave bull. Highly potent.
qol: Unsure if this counts as QOL or balance, but the fact sol dry is in
3 different cocktails but the bartender has to buy 30u cans of it made
me feel it deserved being added to the soda dispenser.
image: Added graphics for the above drinks, shown below, from left to
right: Pod tesla, Voltaic Yellow wine, Telepole, Voltaic Wine (bottle)
<img width="171" alt="image"
src="https://github.com/tgstation/tgstation/assets/69398298/901b2f64-1723-44b6-8f78-ef21bd477d96">
/🆑
---------
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Adds Ethereal Drinks
---------
Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Makes industrial gold and regenerative gold spawn random coins. Also adds chococoin to coin spawner. (#75199)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
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## About The Pull Request
So they just had list from 6 coins and not random picking of coins, so
now its random.
It will also spawn chococoin because it's a coin too.
But won't spawn `coin/gold/debug` because it's debug and eldritch coin
because comxy asked about it.
Added chococoin to `/obj/effect/spawner/random/entertainment/coin` and
holdables list of wallet.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Random is funny.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->
## Changelog
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🆑
add: Indusrial Gold and Regenerative Gold extracts now spawn random
coins and not just list of 6 coins. But no mythril as it has miserable
chance to have summoning effect which have even more miserable chance to
spawn something dangerous and not just mice.
add: Chococoin now has a chance to spawn wherever the coins are used to
spawn (wallets, greed ruins, deltastation bar)
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
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---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Makes industrial gold and regenerative gold spawn random coins. Also adds chococoin to coin spawner.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* The North Star Expeditionary Vessel - A Second Wind (#74371)
## About The Pull Request
A new map for TGstation, in the works! It has 4 fucking Z levels, a
massive expansive maintenance with unique designs, and some unique code
features in the works.
To Do:
- [x] Update the Map to Modern TG
- [x] Local Tests
- [x] Work on Map Optimizations
- [x] Run Live Tests
Fikou has greatly helped with creating an important flavour aspect of
this map, Trek Uniforms on anyone who joins! See the forum thread for
more. This includes the framework for innate station traits, station
traits loaded as long as it's in a map's json
Here's the forum dev thread there are screenshots there.
https://tgstation13.org/phpBB/viewtopic.php?p=657252#p657252
### Mapping March
Ckey to receive rewards: Cheshify
## Why It's Good For The Game
So, this is the North Star. An effort taking multiple mappers and of 9~
months of hard work. This map was not initially designed for TGstation,
but always designed for TGstation code. The process of retooling the map
for TGstation was an absolute joy and I feel like the map definitely has
it's niche as a massive and unique experience for it's players.
I adore this map, it's gorgeous, has a unique aesthetic, and a number of
very funny interactions with multi-Z. The PR comes packed with unique
mechanics for future mappers (innate station traits!), a number of
map-fitting shuttles, and a fun spacefaring uniform gimmick for the
crew.
**This is my second attempt at bringing this map into rotation. It was
initially closed due to concerns about maptick and performance, as I
wasn't willing to push for a map to be added to the repository if it
didn't function to my own standards. I've been informed by a number of
coders far better than I that optimizations are arriving and enroute, so
I think it's time to dust her off and set sail for another journey.**
**Quick Disclaimer: Due to some design decisions disagreed upon by the
headcoder team and myself, the map will not be featuring unique
roundstart uniforms, and despite my design intentions, the innate
station trait features will be shelved for now.**
## Changelog
🆑 Cheshify, Fikou, Blue-Berry, Zytolg, InfiniteGalaxies, Striders,
Sylphet, Riggle, Soal, Andry, Crit, Deranging, and Pumpkin0.
add: Nanotrasen's Newest Exploratory Vessel is now available! Meet the
North Star!
add: More landmines, and a landmine random spawner.
add: energy barriers now have a regenerative subtype, fit for permanent
installations.
code: Raised the number of possible level render to 4, check your
preferences if needed to be reduced.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* The North Star Expeditionary Vessel - A Second Wind
---------
Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Reagent soup / Soup rework / Stoves - A kitchen expansion
* fixes that stuff
* puts the range stove on maps that sohuld have it
* fixes some paths that don't exist anymore
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Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Adds bacteria rich moldy food to random trash spawners. (#74276)
## About The Pull Request
So, as bacteria bread from perma vendor was nerfed, the only way to
obtain mold for cytology is from the mini-fridges. And they won't even
spawn when needed. Correct me if i'm wrong.
And so this adds moldy breadslices and pizzaslices to
`random/trash/garbage` spawner which appears in trashcarts and in
trashbagsfrom the trashcarts. Also added it to `grille_or_waste` spawner
so it can just randomly spawn on the floor.
About the damp rag. Just thought that there should be at least some
piece of cloth at pile of garbage, as there is none at the moment. And
it's quite usefull also, you can clean yourself or your fingerprints
with it. Can cut it out if needed, not a big deal.
## Why It's Good For The Game
More chances to find what you want to do cytology.
Cytology slightly more practical.
Damp rag is usefull.
## Changelog
🆑
add: Bacteria rich moldy food (like breadslices and pizzaslices) now
spawn in trashcarts, trashbags and randomly on the floor.
add: Damp rag now spawns in the trashcarts and etc.
/🆑
* Adds bacteria rich moldy food to random trash spawners.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Roundstart Xeno egg deliveries create a Captive Xenomorph team, gives regular xenos a fluff objective so their popup isn't blank. (#73852)
## About The Pull Request
Xenomorphs who are a product of the roundstart xenobio egg delivery will
now spawn as "Captive Xenomorphs", who receive an objective to break
containment. Here's how it works:
When a delivery egg is generated that area will be marked as the
"captivity area". Xenomorphs born within this area now have their own
team, and have their own section in the roundend report that will
greentext them based on if they were able to survive and escape
captivity. Xenomorphs born outside of this area will spawn as normal
Xenomorphs, with no escape objective or special fanfare.
To further encourage people from actually taking the role and
potentially resigning themselves to an hour in Xenobio CBT prison, the
first of the hive gets their own header on the roundend report.
(When I say "team" here, I mean they receive a different antag team
datum. They're still able to collaborate and cooperate with other
Xenomorphs, they just have a different title and extra objective in
addition to the bonus roundend report limelight.)


(This also adds a basic "survive and advance the hive" objective for all
xenomorphs, since their objective popup was otherwise completely blank).
Since the captivity area is entirely dependent on the location of the
egg itself, admins can plop one of these down anywhere, and mappers
don't have to put the egg mapping helper specifically in Xenobio.
For clarification -- To be qualified for the Captive Xenomorph team, **a
delivery egg must be spawned**, and the xeno you inhabit must be born in
the same area the egg was spawned. If the queen breaks captivity and
starts nesting elsewhere on the station, their children will be born as
normal Xenomorphs, not Captive Xenomorphs.
## Why It's Good For The Game
Adds a bit of distinction, and gives bragging rights, to anyone bold
enough to take a roundstart xeno roll and escape with it.
The Xeno egg delivery is already rare enough, I think it deserves a bit
more fanfare (especially considering the dramatic impact it sometimes
has on the direction of a round).
## Changelog
🆑
add: Xenomorphs born in the room the roundstart delivery egg was spawned
in will be part of a special "captive xenomorph" team, tasked with
escaping and tracked in the roundend report.
fix: Regular Xenomorphs no longer receive a blank objectives popup on
spawn.
/🆑
* Roundstart Xeno egg deliveries create a Captive Xenomorph team, gives regular xenos a fluff objective so their popup isn't blank.
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Makes all CTF windows actually indestructible (#74021)
## About The Pull Request
Adds a spawner for indestructible shuttle windows
Replaces all "hardened windows" (which were actually not unbreakable)
with proper unbreakable windows
## Why It's Good For The Game
Fixes#73297, people shouldn't be breaking into space in CTF
## Changelog
🆑
fix: All CTF windows are now indestructible, fixes breaking into space
during CTF.
/🆑
* Makes all CTF windows actually indestructible
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
* Refactors lizard fake canned food into real canned food (#73469)
## About The Pull Request
/obj/item/food/canned_jellyfish, /obj/item/food/desert_snails, and
/obj/item/food/larvae are now all /canned subtypes. All this means is
that to eat them, you use them once, and now they drop an empty tin
rubbish item.
## Why It's Good For The Game
Making fake false versions of real types that exist is such a pet peeve
of mine, we recently had a bug from it where the snails would go bad.
But even with that fixed you're just chomping the container of snails
and it's not the same behavior as all the other cans
grumgrugmrg I FIXED IT.
## Changelog
🆑
refactor: Lizard related canned food now acts like canned food
/🆑
* Refactors lizard fake canned food into real canned food
* updates all the modular canned stuff
* desert_
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Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)
repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick
im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp
🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑
* Makes shit compile
* Updates the digi and snouted stuff to match the new sprites (thanks Halcyon!)
* Fixes a whole ton more issues that popped up
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>