Commit Graph

994 Commits

Author SHA1 Message Date
LemonInTheDark
0e904f7032 [MDB IGNORE] Moves non floor turfs off /floor. You can put lattices on lavaland edition (#65504)
About The Pull Request

Alternative to #65354

Ok so like, there was a lot of not floor types on /floor. They didn't actually want any of their parent type's functionality, except maybe reacting to breaking (which was easy to move down) and some other minor stuff.
Part of what we don't want them to have is "plateable" logic.
I should not be able to put floor tiles on the snow and be fine. It's dumb.

Instead, I've moved all non floor types down to a new type, called /misc.

It holds very little logic. Mostly allowing pipes and wires and preventing blob stuff.
It also supports lattice based construction, which is one of the major changes here. I think it makes more sense, and it fixes an assumption in shuttle code that assumed you couldn't place "a new tile" by just hitting some snow with a floor tile.
Oh and lattices don't smooth with asteroid tiles anymore, this looks nicer I think.

Moving on to commits, and minor changes

Changes clf3 to try and burn any turfs it's exposed to, instead of just floors
Moves break_tile down to the turf definition, alongside burn_tile
If you're in basic buildmode and click on anything that's not handled in a targeted way, you just build plating
FUNCTION CHANGE: you can't use cult pylons to convert misc tiles over anymore
Generalizes building floors on top of something into two helper procs on /turf/open, reducing copypasta
Adds a new turf flag, IS_SOLID, that describes if a turf is tangible or not.
Uses this alongside a carpet and open check to replace plating and floor checks in carpet code. This does mean that non iron tiles can be carpeted, but I think that's fine

Moves the /floor update_icon -> update_visuals call to /open
This change is horrificly old, dating back to 8e112f6 but that commit describes nothing about why it was done. Choosing to believe it was a newfriend mistake. Uncomfortable nuking it though, because of just how old it is. Moving down instead

Create a buildable "misc" type off open, moves /dirt onto it
Basically, we want a type we can use to make something support
construction, since that can be a messy bit of logic. Also enough
structure to set things up sanely.

I'm planning on moving most misc turfs onto it, if only because
constructing on a dirt tile with rods should be possible, and the same
applies to most things

Murders captain planet, disentangles /turf/open/floor/grass/snow/basalt

Adds a diggable component that applies the behavior of "digging"
something out from a turf.

Uses it to free the above pain typepath into something a bit more
sensible

The typepaths that aren't actually used by floor tiles are moved onto
/misc

The others are given names that better describe them, and kept in
fancy_floor

Oh and snowshoes don't work on basalt anymore, sorry

Snowed over platings now actually have broken/burned icon states, fixing black holes to nowhere

Misc turfs no longer smooth as floors, so lattices will ignore them

Placing a lattice will no longer scrape the tile it's on

Ok this is a really old one.
I believe this logic is a holdover from kor's baseturf pr
(97990c9)
It used to be that turfs didn't have a concept of "beneath" and instead
just decided what should be under them by induction. This logic of "if
it's being latticed scapeaway to space" made sense then, but has since
been somewhat distorted

We do want to scape away on lattice spawn sometimes, mostly when we're
being destroyed, but not always. We especially don't want to scape away
if someone is just placing a rod, that's dumb.

Adds a path updating script for this change

I've done my best to find all the errors this repathing will pull out, but I may have missed some. I'm sorry.
Why It's Good For The Game

Very old code made better, more consistent turfs for lavaland and icebox, better visuals, minor fix to snowed plating, demon banishment in lattice placement, fixes the icebox mining shuttle not being repairable
Changelog

cl
add: Rather then being tileable with just floor tiles, lavaland turfs, asteroid and snow (among other things) now support lattice -> floor tile construction
fix: Because of the above, you can now properly fix the icebox mining shuttle
refactor: Non floor turfs are no longer typed as floor. This may break things, please yell at me if it does
/cl
2022-03-16 15:55:56 +13:00
Gandalf
684eab3d31 Converts SFX keys into DEFINES (#65146)
About The Pull Request

Simply converts all instances of soundkeys that use get_sfx from strings into defines.

E.g. "sparks" is now SFX_SPARKS
Why It's Good For The Game

It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better.

image
Changelog

Not player facing.
2022-03-11 10:09:18 +13:00
小月猫
b757fce02a New in-wall engine sprites (#64839)
adds new variants for each sized engine to look like they are in walls (basically cut down sprites with their density set to false (because they dont take up the full tiles, especially the huge engines are 3x3 but only take up 1x3, they must have no density or they block way more than they should))

before: dumb looking gap
image

after: nice clean engine (and box trams are soul filled, also, trams kinda too small to really get any sort of diagnal design working)
image

showcase of each sized thruster:
image

added new structures that act like walls but arent turfs, and can only be used (and can be used!) on trams!
comes with 3 types, iron, plastitanium, and titanium. supports more types being added if you want but these are basically all that a tram needs to use:
Untitled.1.mp4

also removed a duplicated APC in a maint on tram, and removed cycle helpers from random maint airlocks that arent actually meant to cycle (they are solo)
Why It's Good For The Game

engines are kinda too bulky and organically shaped so they dont really fit some designs such as tram as a good example, in wall designs allow you to add thrusters onto any shaped ship easily without worrying about ensuring the walls around them being shaped right, as it appears to have the bulk of the engine merged inside the wall
Changelog

cl Nari Harimoto
imageadd: New thruster sprites to allow for in-wall designs
fix: removed cycle helpers from 2 random tram maint airlocks that arent meant to cycle (solo airlocks) and a duplicated APC in tram maint
expansion: the tram now has new walls! they are structures that function like walls so as to be built on the tram, create and deconstruct via the new tram girder (screwdriver on the girder to deconstruct, there is no displaced version ie wrench)
/cl
2022-03-02 09:06:51 +13:00
Wallem
782006a07e Updates all storage bag icons (#64978)
imageadd: Changes all storage bag sprites
2022-02-25 16:36:54 -05:00
John Willard
1cb9480412 Makes snow walls consistent with other walls (#65087)
Makes snow walls take time to build, like all other types of walls.
Also since I was already there, made them use TRUE/FALSE instead of 1/0
2022-02-24 14:00:28 -06:00
dragomagol
020af1036a add 49 titanium sheets to the BYOS (#64990) 2022-02-19 01:06:43 -06:00
Jeremiah
30253cf6a8 Tgui input refresh (#64331) 2022-02-05 19:44:59 +02:00
Fikou
4f90d3af7c Brimdemons (#64592)
Adds brimdemons, these are lavaland creatures firing blood lasers at their enemies.
Brimdemons drop brimdust, which can be used as a botany reagent (it heals the plant, removes weeds and pests and increases potency), and also to craft ore sensors, which are basically primitive ore scanners, on your ears.
Adds tropical lobstrosities to lavaland and removes them from xenobiology, also gives them a crusher trophy that staggers enemies for 3 seconds.
2022-02-02 12:36:23 -08:00
Tim
14deaa41ed Remove code/__DEFINES/misc.dm (#63879)
This removes code/__DEFINES/misc.dm and moves all the defines to either:

another existing define file
new define file
local .dm file if the define was only used in one file
I also deleted defines that were not being used and added documentation to all of the ones that were moved out of misc.dm

Why was this needed? People were basically using the misc.dm file as a dumpster to toss all their defines into that was creating one giant mess. The defines have been organized into their proper groups and files now.
2022-01-23 14:30:27 -08:00
OrionTheFox
16729429ab Bamboo Overhaul (Port of Beestation Hornet #5703) (#64027)
Adds several new bamboo items + sprites
2022-01-21 19:53:36 -06:00
Watermelon914
8fd85e9666 [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety (#63588)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: tgstation-server <tgstation-server@tgstation13.org>
Co-authored-by: gbfree <guillaumebfree@gmail.com>
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: ike709 <ike709@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: SuperNovaa41 <supernovaa41@protonmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Aziz Chynaliev <azizonkg@gmail.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2022-01-11 15:47:10 -08:00
MrMelbert
2ea06e9c30 Exorcises copy+paste from cult building code (minor cult building refactor / repathing) (#63528)
* Building changes

* map changes

* constructs + missed subtypes

* clarify these var names

* fix path

* pls run

* generalized it a bit

* can't run that on initialize
2022-01-09 21:54:13 -08:00
Jeremiah
dcab86ba2c More standard tgui input conversions (#63464) 2021-12-24 13:04:18 +02:00
Jeremiah
415e9dd7c1 Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
2021-12-23 17:06:01 +00:00
Seth Scherer
569bea315e Fixes being able to drag lockers with no slowdown (#63527)
Fixes #56828 (Wrapping a locker to nuke the slowdown, thus living the sonic speed life you've always desired)
2021-12-22 00:41:54 -08:00
Jeremiah
1052bc19ed TGUI input box conversions 1 (#63313) 2021-12-11 14:21:35 -08:00
vincentiusvin
3bb8424d78 Makes welding plasma bars/statues/floors use flooder component (#63154)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-12-08 16:14:28 -08:00
Bond
12d9997910 Wethide now dries into leather after burning and grilling (#63198)
You can now dry wet hide (obtainable by skinning and wetting goliath plates or other animal hides) into leather by lighting it on fire (with a bonfire grill especially, though the heat of being on fire will dry it regardless of the origin of the fire)

This also means that ashwalkers will be able to obtain leather without getting power, since drying racks require power, which, as shown in #63195, is apparenly intended and not a bug.
2021-12-03 17:57:54 -08:00
vincentiusvin
1d6c77dce2 Added an examine message to wired glass tiles (#63175)
I thought that not being able to place those tiles were a bug. Seems like it's a feature.
2021-12-03 13:27:32 -08:00
OrionTheFox
df27efc4e7 Catwalk Tiles have names now & can be recycled (#63142) 2021-11-30 20:37:08 -08:00
Ghom
7b7b058048 Fixes yet another couple TK teleportation tricks. (#62925)
Fixes airlock notes and cloth sheets cut from gauzes being teleported to the user because of TK.
2021-11-28 08:29:27 +00:00
tralezab
eb060455f1 prison plates now include their name in a lot of places it was missing (#63068) 2021-11-26 12:28:00 -08:00
OrionTheFox
ac63233e5d Catwalk Tiles REVAMP + floorbot buff (#63016)
Requested to bring this upstream, so here we are now. The floorbot stuff is new though.

Adds new catwalk tiles that blend better with other flooring

Also does some improvements to floorbots, specifically:
-Auto-place catwalks in maints (now when they wander in there they'll actually be helpful!)
-Actually patch holes (they used to just lay a tile over space and call it good; crowbarring it up would show a lack of plating)
-Repairing floor tiles actually REPAIRS it, leaving the decals intact

More usable catwalks, rather than what we currently had.

Added new reskins of the Catwalk Tiles, which will blend better with other types of floor! These can be selected via a radial on the base catwalk tile, crafted with iron rods.
Floorbots will automatically place catwalks when they're in a maintenance area, and will repair damaged/burnt tiles rather than fully replacing them.
Floorbots will actually place a plating when repairing a breach with tiles, rather than haphazardly laying a tile that has space below it.
2021-11-26 02:04:13 -08:00
Wallem
827eb0810d Lets you build & deconstruct glass floors (#62890) 2021-11-22 23:10:47 -08:00
Colovorat
17f491748e Bonfire can be made with wood (#62939)
Co-authored-by: Colovorat <lolqwert569@gmail.com>
2021-11-21 22:45:43 -08:00
Farquaar
3d183698c3 Yee-haw Update: Code Spaghetti Western Edition (#62937)
About The Pull Request

Previous PR (Closed Because I'm a Git Newbie)
https://youtu.be/AFa1-kciCb4

Ever wondered why we had cowboy boots in the autodrobe and clothesmate, but no hats?
Ever wanted to start a posse but the fluorescent lighting was beating down on your head?
Ever wanted to run your bar like an old-timey saloon but you were too ashamed of your bald spot?
Ever wanted to say "See you Space Cowboy" and actually mean it?

This is the PR for you!

image
Left to Right: Desperado Hat, Drifter Hat, Sheriff Hat (with Sheriff Vest), Ten-Gallon Hat, & Deputy Hat

All hats are craftable using two sheets of leather. The vest can be crafted with four sheets, and can be attached to jumpsuits.
The drifter hat and the ten-gallon can be found in the clothesmate. The others can be found in the autodrobe.
Every item has in-hand sprites!

This PR does not alter fugitive bounty-hunter items in any way.
Why It's Good For The Game

It always puzzled me that we had so many western-themed items, clothing, and references, but no hats to back it up. Now we can run cowboy gimmicks to our heart's content, and admins have more than enough to cobble together an event straight out of the old-space-west.
Changelog

cl
imageadd: Due to lobbying pressure from the Yee-haw Conservation Society, Nanotrasen vending machines now stock five new cowboy hats and an old-west vest.
/cl
2021-11-22 15:10:44 +13:00
Krysonism
ab1c143b53 carpswag (#62811)
expansion: Carpskin suits and fedoras can now be crafted using carp scales.
2021-11-16 10:56:28 -05:00
Ghom
257742b276 Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets. (#62813) 2021-11-15 09:39:57 -08:00
John Willard
6c0aba5da4 removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols

* found more
2021-11-03 21:09:35 -04:00
Coconutwarrior97
bdf1e89871 Fixes issue with catwalk floors being added to each other ad infinitum. (#62236)
## About The Pull Request

You could place catwalk_floors on each other ad infinitum because they were a plating subtype. This changes them to a floor, and sets their intact = false so that wires wont be hidden by undertile/proc/hide. Fixes #62105 .

Also fixes a smaller issue where "remove cover first!" wasn't being outputted to the user when they tried crowbarring a catwalk floor.

Thanks to arm for his help with this!

## Why It's Good For The Game

Fixes  #62105
2021-11-01 18:10:59 -04:00
Mothblocks
0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00
John Willard
88d7dbfc10 removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
2021-10-28 19:25:50 -03:00
Zytolg
0a9404e69b Beds and Benches: The Aesthetic Revolution [re-PR'd With EOB's Blessing] (#62169)
About The Pull Request

Ever since I saw @EOBGames PR this, I've wanted it. I've needed it. I've been delaying some mapwork FOR this. This is an identical PR to #61689, just updated so that it's not conflicting with anything. I've done everything @Krysonism asked for from last time too. That's right spacemen, double beds are back, and more cursed then ever. Cursed to succeed that is!
Why It's Good For The Game

We. Don't. Have. Benches.
Benches are a hallmark of any public space! You can sit on them, sleep on them, stand on them, even sleep on them! Our stations have a ton of chairs, but chairs don't really communicate public that well. Benches do. As for the beds? Well Inept wants them, and you know what? I respect that.


cl
expansion: Sofas now include the Bench Type. These are buildable with 2 metal plates from the crafting menu.
expansion: Beds can now be rotated (flipped), and include the Double Bed Type. Miners can also make Double Pod Beds to really feel like an Alaskan King.
expansion: Bedsheets to match! Try to share those big blankets with a lizard if you see that they're shivering!
code: Stuff that lets you interact with the benches and beds in-game, so that you too can enjoy being a king.
sprites: Ports the Benches and Double Bed sprites from Skyrat
sprites: Flipped Beds
2021-10-25 21:55:13 +13:00
Seris02
fc36aea489 runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes (#62091)
human huds will no longer runtime and die when prefs aren't initalised
SSEconomy will no longer have to deal with pathed jobs inside accounts
Some of the negative/neutral quirks that use the mind have been relegated to last_mind instead for runtime purposes
Mafia saymode will no longer runtime when someone uses it with no current mafia game
Autolathe secondary_attack will no longer runtime/work only because of runtimes
MULTIPLE CHECKS FOR QDELETED STACKS BEFORE ADDING FINGERPRINTS
More player_list client checks
A lazyinitlist for proximity monitors, as they used lazyremove which nulls the list when it hits zero things in it
A check for cigarettes in case temperature exposure causes a reaction that removes all reagents
Catwalks no longer runtime every time someone walks on them
/obj/machinery/atmospherics/components/binary/crystallizer will no longer runtime on secondary_attack if someone can't interact
cyborg models will no longer assume the thing they're inside is a cyborg and runtime when it isn't (cryopods)
When a simplemob falls into nullspace, it will no longer runtime (goliaths falling into chasms and etc)
runtime fix in techweb.dm when using a card without a sanity check
runtime fix with folders when they have nothing in them
runtime fix with glowing eyes when the LAZYADD doesn't get called in regenerate_light_effets() and so doesn't initalise the list
2021-10-22 10:31:07 +01:00
Coconutwarrior97
778c1b9c57 Fixes an issue where people with the doctor phobia were afraid of hydroponics doors. (#62089)
## About The Pull Request

 Adds a hydroponics airlock type (same icon as medical airlocks), and edits Hydroponics on several maps to replace the old medical doors with the new ones. Fixes #61000

Also edited sheet_types.dm so a hydroponics door assembly can be built, in case anyone decides to give hydroponics entry way doors their own unique icon at some point.

## Why It's Good For The Game

Fixes #61000
2021-10-20 10:31:28 -04:00
itseasytosee
f51000f506 Repaths knives to not all be children of the kitchen knife. (#62035)
Basically makes the code less dumb, took a long time. I worked hard to make sure there were no unintended effects (minus the fact you can no longer get spoons from the experimentor). No player-facing effects

I thought it looked weird that all cultist and combat knives were subtypes of the kitchen knives
2021-10-15 15:28:01 -07:00
Colovorat
e08f221c21 Adds crafting recipe for catwalk floor tiles (#61938)
expansion: Adds catwalk floor crafting recipe
2021-10-08 06:23:15 -04:00
Krysonism
0f715b38f9 Cytology Adjacent Update #2: Carp scale crafting. (#61913)
expansion: Adds carp scales, and carp scale crafting.
2021-10-08 06:11:35 -04:00
Ghilker
b95c0366a4 _HELPERS/unsorted.dm has been sorted (#61882)
bring code up to latest standards, move many procs to named files inside _HELPERS
no idea where to put some of these procs, help is appreciated
made more files to contain some unique code, deleted unsorted.dm, we can rest now
2021-10-05 20:22:57 +01:00
Ghilker
fe46b3bc7c More girder building (#61795)
Allow players to build a girder on a turf by r-clicking the turf with a sheet of iron with enough material in it (2 sheets needed, the same as building it by UI on your location), the girders are not anchored when built this way
Removed girders from iron sheet construction menu and added an examine text for the new girder build way
2021-10-02 16:03:22 +01:00
567Turtle
9bcc80c316 Constructable Filing Cabinets (#61746) 2021-09-28 20:55:36 -07:00
Mooshimi
496a7685dc [MDB Ignore] Make shuttle windows deconstructable (#61694)
* shuttle windows

* refactor reinf windows

plasma and shuttle only

* messed up one change

* i am actually blind

* made and did file
2021-09-28 20:45:38 +01:00
tralezab
6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it

for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## Regex used:

procs without args, not even regex

`/Initialize()`

procs with args
`\/Initialize\((?!mapload)((.)*\w)?`

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
Ryll Ryll
1b8fcac4f5 Nerfs bone wounds to make them less miserable (#61196)
So I've always kinda known that bone wounds are unpleasant to receive, but since paying some closer attention to how they affect peoples rounds in the last few months, I've realized that they need to be reigned in some more. So, let's break down the big changes...
General bone wound nerfs

Limping on a busted leg is now a chance with each step of that leg, instead of always happening: No matter how small the delay added to your move time after each step (like if it was just a dislocation), and even with slings, bone wounds on your leg crippled you with the constant slowdown, because they happened every time you stepped on that leg. Now, the chance to limp on any given step with that leg is higher with worse wounds, and applying a sling to that leg further lowers that chance, as well as lowering the delay from that limp. A dislocated leg, for example, only limps 30% of the time, while a compound fracture limps 70% of the time.

Skeletons and plasmamen (aka carbons with no flesh) can now use bone gel directly on cracked limbs to fix them, in 1/4th the time it takes the normal bone gel + surgical tape improvised fix to heal them, and with none of the damage. I felt bad that the ability for skeletons to stick dismembered limbs back into their slots was destroyed because the limbs would be critically wounded already, and still useless. Now, skeletons and plasmamen can be treated with just bone gel and some time. At some point after this is merged, someone should give the pirate ship some free bone gel.

The speed of the improvised bone gel + surgical fix for broken bones is even further improved by laying down and by sleeping than it was before, meaning the improvised fixes can be cut down further by laying down for a bit while it works.

Makes bone wounds less obnoxious, reducing their ability to single-handedly ruin your round when you suffer one. I want to go further in the future and add an easier improvised fix for hairline fractures soon, but those changes can come later after these are merged.
2021-09-17 21:25:46 -07:00
Gamer025
fd7e7e4c05 Add fingerprints before putting item in hand (#61330)
Fixes runtimes when crafting stack items and already having a matching stack in your hand
2021-09-10 18:32:29 +01:00
TemporalOroboros
a71327e028 Reduces copypasta in emissive code (#61249)
Implements a helper proc for generating emissive blockers.
Makes everything that generates an emissive blocker overlay use the new helper.
Grants all emissive blockers and emissive overlays KEEP_APART, RESET_COLOR, and RESET_TRANSFORM.
Also fixes the jack-o-lantern worn overlays so that they actually glow while they are active.
2021-09-07 16:15:02 +01:00
GreatKingWombat
00124b7355 Adds some new (proper) tables. Also fixes the old reinforced glass table just making a regular metal table bug for the alloys included. (#61153) 2021-09-05 22:31:55 -07:00
jughu
6c82b4a500 you can now build easels with 5 wood (#61245)
easel made out wood, easel hold canvas why not be able to make easel?
2021-09-05 16:17:13 -04:00
Ghom
38b81ec732 Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS. (#61166)
* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS.

* build warning and codermonky's advice.
2021-09-04 13:35:24 +08:00
Colovorat
6e3b74da04 Fixes cable merging, changes merging code just a little bit (#60997)
Makes stack code support merging two different stacks with the same mats, but different mats_per_unit numbers by implementing averages.

It's in an attempt to support the stupid efficiency shit that protolathes do. It's not great, but it ought to work alright for now. Kinda a bandaid
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-08-24 15:38:24 -07:00