Commit Graph

513 Commits

Author SHA1 Message Date
SkyratBot
2402aabc3b [MIRROR] Resprites power cells, fixes and cleans up power cells and power cell derivatives [MDB IGNORE] (#11642)
* Resprites power cells, fixes and cleans up power cells and power cell derivatives

* part one

* part two

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2022-03-03 08:28:03 -05:00
Stalkeros2
61a6cd44ee [MODULAR] Yet another Mesa balancing attempt (#11695)
* puul requst

* Better mask for HECU
2022-02-23 23:42:06 +00:00
Gandalf
4dbeca2ae4 Fixes the HEV (#11676)
* wgew

* e

* Update blackmesa.dmm
2022-02-22 18:50:52 +00:00
Gandalf
d39349e90b Brings gunsgalore upto standard (#11669)
* nyoom

* e

* oops

* 0

* r

* Delete opposing_force_equipment.dm

* Update blackmesa.dmm
2022-02-22 17:18:17 +00:00
Gandalf
5a044d1436 Update blackmesa.dmm 2022-02-22 17:08:48 +00:00
Stalkeros2
9306aa47bf Ok good it works now (#11674) 2022-02-22 16:04:02 +00:00
Stalkeros2
73945c4900 [MODULAR] Black Mesa things to make HECU suffer (#11628)
* amongus

* Some non-canon office tweaks

* Final changes to the new area

and a cool way to supply HECU with ammo without needing to ping admins

* That was a bad idea

* Replaced ammo spawning with

a workbench, added some metal

* Added custom medical

* medical bay stuff
2022-02-20 21:09:38 +00:00
Stalkeros2
a87f459400 [MODULAR] Black mesa overhaul but this time I try to not break the codebase (#11508)
* First batch

* Pre-PR fixes

* New mesaglock firing sound

* It's uncanny how easy it is

I SPENT THE WHOLE FREAKING SATURDAY REMOVING SPACE
MAN
I AM VERY MAD

* fix????

guh???????????

* FREAKING FIXED IT

WOOOOOOOOOOOOOOOOOOOO

* Update blackmesa.dmm

* Update blackmesa.dmm

* How on earth does it not work

* Update blackmesa.dmm

* Update black_mesa.dm

* Last Vanguard buff and HECU nerf

* All servers are now anchored

* Glock-18 for Vanguard

* Re-zoning places I thought were the issue of CI fail

* Removes G18 literally the same day

I don't think that a literal HoS gun is a good "easily" accesible weapon idea
2022-02-16 00:07:35 +00:00
SkyratBot
8301205e9f [MIRROR] The Purge Of Non-Auto APCs [MDB IGNORE] (#11498)
* The Purge Of Non-Auto APCs (#64866)

* The Purge Of Non-Auto APCs

This PR removes all non-autonaming/varedited APCs found across our miscellaneous maps.

It's a lot better to use these than the varedited ones. We've also been seeing some weird CI stuff crop up lately, so this is a good step to make to rule out some potential causes of that.

* The Purge Of Non-Auto APCs

Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
2022-02-14 06:11:25 +00:00
jjpark-kb
68d2e6fb06 Revert "[MODULAR] Black Mesa final (I think) overhaul (I hope) (#11477)" (#11488)
This reverts commit b8bf822a34.
2022-02-14 06:07:35 +00:00
Stalkeros2
b8bf822a34 [MODULAR] Black Mesa final (I think) overhaul (I hope) (#11477)
* First batch

* Pre-PR fixes

* New mesaglock firing sound

* It's uncanny how easy it is

I SPENT THE WHOLE FREAKING SATURDAY REMOVING SPACE
MAN
I AM VERY MAD
2022-02-12 21:14:41 +00:00
SkyratBot
b8279a2b3c [MIRROR] BIDDLE HERETICS: Heretic revamp! (Shadow Realm, UI Overhaul, Refactoring, and Murderhoboing Tweaks) [MDB IGNORE] (#11427)
* BIDDLE HERETICS: Heretic revamp! (Shadow Realm, UI Overhaul, Refactoring, and Murderhoboing Tweaks)

* fex

* e

* Update zombieprison.dmm

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-02-11 02:53:01 +00:00
SkyratBot
9323d74ce4 [MIRROR] Fixes a bunch map log runtimes, adds CI to catch some more potential map issues [MDB IGNORE] (#11231)
* Fixes a bunch map log runtimes, adds CI to catch some more potential map issues (#64599)

* Fixes APC offsets in template maps, airlock note placer helper

* also hellfactory

* remove doubled lavaland mining cable

* Updates CI grep checks for cable check to work, and also check lattices and identical pipes

* Add APC pixel offset checking

* mass apc offset fixes

* Fixes a bunch map log runtimes, adds CI to catch some more potential map issues

Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-02-08 01:15:03 +00:00
Tastyfish
b096d841e9 More map fixes (#11211)
* Rest of map fixes

* Remove redundant APC's from space hotel
2022-02-08 01:13:09 +00:00
Tom
b138b1f6df Converts polychromic clown mask to gags (#11239)
* converts polychromic clown mask to gags

* map fix
2022-02-03 00:48:19 +00:00
Tastyfish
e096786b06 Fixes various map error causes. (#11199)
* Fixes ghostship APC

* Fixes various misplaced APC's, and doubled lattices and pipes

* Oop, couple more maps
2022-02-01 05:44:56 +00:00
SkyratBot
0eb602f6f9 [MIRROR] SWAT suit no longer has space-proofing, less slowdown and retains temp resist, cargo cost lowered to 1400 [MDB IGNORE] (#11045)
* SWAT suit no longer has space-proofing, less slowdown and retains temp resist, cargo cost lowered to 1400 (#64343)

The SWAT suit ordered from cargo is no longer space-proof, but it's slowdown is cut back. It retains it's temperature proofing. It's crate cost from cargo has been reduced to 1400 from 2400.

* SWAT suit no longer has space-proofing, less slowdown and retains temp resist, cargo cost lowered to 1400

* Update zombieprison.dmm

Co-authored-by: castawaynont <76170211+castawaynont@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-27 02:28:27 +00:00
SkyratBot
f42d424b49 [MIRROR] Removes swarmers from the game [MDB IGNORE] (#10645)
* Removes swarmers from the game

* Removes swarmers from the game

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-01-15 17:19:18 +00:00
SkyratBot
d2d2700c3e [MIRROR] Exorcises copy+paste from cult building code (minor cult building refactor / repathing) [MDB IGNORE] (#10556)
* 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

* Exorcises copy+paste from cult building code (minor cult building refactor / repathing)

* Fixing our modular maps to account for this refactor

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-01-10 16:05:21 +00:00
SkyratBot
6c1bb16f26 [MIRROR] Fixes some VERY weird stuff with clown corpses [MDB IGNORE] (#10299)
* Fixes some weird stuff with clown corpses (#63614)

* Fixes some VERY weird stuff with clown corpses

* E

* Update wreckedhomestead.dmm

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-12-27 15:47:06 +00:00
SkyratBot
58f82b5161 [MIRROR] [Ready] MODsuits [MDB IGNORE] (#10244)
* [Ready] MODsuits

* we dont need to add these people as codeowners, goodness gracious

* have to remove this because upstream

* part 1 of these fixes

* EEEE

* Update peacekeeper_clothing.dm

* E

* E

* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"

* E

* Update expeditionary_trooper.dm

* more removal

* nice

* modsuti modstui modusuti

* fixes

* E

* ITS MODsuit not HARDSUIT

* more hardsuit references

* MODSUIT NOT HARSUITEDSA

* Maps

* More ,map

* oop

* e

* oo aa

* 0

* ting tang

* Update modsuit_tailsprites.dm

* hi fikou

* bs tech update

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-25 13:32:49 +00:00
Halcyon
3f6265f824 [Ready] Fixing a bunch of pathing issues and fixing CI due to the mob spawning refactor (#10212)
* test

* test 2

* test 3

* test 4

* bb

* fixes scalamov and wild west

* fixes enclave ship

* forgot these
2021-12-23 11:24:34 -05:00
SkyratBot
b894ce42d4 [MIRROR] Super Mega Mob Spawn Refactor [MDB IGNORE] (#10075)
* Super Mega Mob Spawn Refactor

* Super Mega Mob Spawn Refactor

* Update modular changes

* update kilo

* i wish unit tests would work on my machine

* fix kilo...?

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-12-23 02:30:55 +00:00
SkyratBot
5509d3b47c [MIRROR] Bot code improvement (2/??) [MDB IGNORE] (#9717)
* Bot code improvement (2/??)

* Feex

* More feex

* Now we're good... Right?

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-28 01:55:51 +00:00
SkyratBot
aefaa7e228 [MIRROR] Re-paths and changes the worn layer of GAR glasses [MDB IGNORE] (#9736)
* Re-paths and changes the layer of GAR glasses (#63009)

Re-paths GAR glasses to make them subtypes of each other, where applicable.
Re-names some of the icon states, to make it clearer as to what they are.

Changes the alternate_worn_layer to make them show over hair, rather than under. (Muh reference)

Subtypes good. Being able to see what you're wearing properly also good.

* Re-paths and changes the worn layer of GAR glasses

* Feex

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-28 01:10:36 +00:00
SkyratBot
f00b0cf12e [MIRROR] [MDB IGNORE] Repath wall reagent dispensers [MDB IGNORE] (#9587)
* [MDB IGNORE] Repath wall reagent dispensers (#62593)

* Repath wall reagent dispensers

This changes /obj/structure/reagent_dispensers/{virusfood,peppertank}
to be subpaths of /obj/structure/reagent_dispensers/wall.

The WALLITEMS test now checks for all wall mounted reagent dispensers,
instead of just peppertank specifically.

> git ls-files '*.dmm' | xargs -d\\n sed -i 's@ /obj/structure/reagent_dispensers/peppertank@ /obj/structure/reagent_dispensers/wall/peppertank@ g'
> git ls-files '*.dmm' | xargs -d\\n sed -i 's@ /obj/structure/reagent_dispensers/virusfood@ /obj/structure/reagent_dispensers/wall/virusfood@ g'

* [MDB IGNORE] Repath wall reagent dispensers

* Fixing our maps for this

* Fixing our map, bis

* Merge branch 'master' into upstream-merge-62593

* Merge branch 'master' into upstream-merge-62593

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-23 16:07:21 -05:00
SkyratBot
d3692922ef [MIRROR] Donuts found in sec vendors and boxes can now be used to make glazed donuts [MDB IGNORE] (#9559)
* Donuts found in sec vendors and boxes can now be used to make glazed donuts (#62910)

* Donuts found in sec vendors and boxes can now be used to make glazed donuts

* Hopefully fixes CI

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-23 12:02:47 -05:00
SkyratBot
054b4d9739 [MIRROR] nitryl and stimulum merge in nitrium [MDB IGNORE] (#9514)
* nitryl and stimulum merge in nitrium (#62061)

This PR is the first of a few were i'll be merging similar working gases into one.
This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases
The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?)
The PR so far:
-removed nitryl
-removed stimulum
-merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K)
-made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken
-Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas)

Less rare gases, going towards a better atmos gameplay loop

* nitryl and stimulum merge in nitrium

* Fixing blackmesa

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-17 15:14:33 -05:00
SkyratBot
8e3d1881c3 [MIRROR] Manually correct dir on every special airalarm [MDB IGNORE] (#9483)
* Manually correct dir on every special airalarm (#62790)

* Manually correct dir on every special airalarm

Also fix the placement of the box mixing air alarm.

* Forgot to check in MetaStation

* Manually correct dir on every special airalarm

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-16 15:54:10 -05:00
ORCACommander
48721badaf Welcome to the Panopticon: Directional Wall Item Refactor Mapping Edition [MDB IGNORE] (#9393)
* Blue Shift is watching you

* Delta Station is watching you

* Reset TG Map Files to Upstream Masster

Current to Upstream PR https://github.com/tgstation/tgstation/pull/62731

* Staging error free files

* The Icebox Is Watching You

* Kilo Station is Watching You

* The Mining Moons are Watching You

* Meta Station is Watching You

* The Journey of a Thousand Eyes Watching You

* Tram Station is Watching You

* Kilo Station is Watching Beneath the Waves
2021-11-14 11:43:20 -05:00
SkyratBot
71b5f92eda [MIRROR] [MDB IGNORE] dir sanity, primarily on WALLITEMs [MDB IGNORE] (#9315)
* [MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)

About The Pull Request

Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.

This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.

Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.

Some implications of this setup were:

    You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
    You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.

Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:

endless-stack-of-intercoms

Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!

Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used

Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.

Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.

tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game

fml
Changelog

cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl

* [MDB IGNORE] dir sanity, primarily on WALLITEMs

* apc directionals

* bluespace vendor fix

* defib fix

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-10 17:17:26 -05:00
SkyratBot
95b502809a [MIRROR] Use Passive Vents for waste output in Space [MDB IGNORE] (#9044)
* Use Passive Vents for waste output in Space (#62239)

* Use Passive Vents for waste output in Space

* I hate this

* ugh

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-07 11:14:16 -05:00
SkyratBot
e90627be0e [MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed

* Fixing conflicts

* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)

* Removing more lingering rad armor (woo)

* Damnit powerarmors

* Bye bye rad collectors!

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-02 10:36:46 -04:00
Iamgoofball
fd577e0227 GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes (#8524)
* GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes

* More realism changes to the guns.

* "lmao lets just make bullets do double damage!!!!!"

* maint-fu properly restored

* fixes disabler desc

* sagwfwdqdqa

* Departmental Guard Drip + Fixing Guard Rolling Antags

* adds the trims for the guards

* haha yes i totally forgot the knockdown

* Brute damage hardlight bullets + map fixes!

* afwefqdqwd

* fixes security armor balance lmfao

* NICE FUCKIN MERGE CONFLICT

* Big Security Armor Rework + Fixing cell swapping issues

* Space Police!

* removes 2hand from the guns for now

* Fixes Guard antag rolling.

* Stamina crit filter is back!

* Fixed vendors, 911 overhaul, Re-added sec crates to cargo

* whoops haha

* afwvwsadcwaed

* efWEFwedqadq

* bank error, you have been rewarded 20 thousand credits

Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-26 17:17:20 +01:00
Gandalf
ec0ebb0e8a FF32 (#8985) 2021-10-23 00:37:57 +01:00
SkyratBot
924302450d [MIRROR] External airlock access fixes [MDB IGNORE] [MDB IGNORE] (#8913)
* External airlock access fixes [MDB IGNORE]

* Update airlock_types.dm

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-23 00:31:04 +01:00
SkyratBot
5bbb95d7fa Airlock improvements, mainly external [MDB IGNORE] (#8910)
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-23 00:09:04 +01:00
SkyratBot
13d38add93 [MIRROR] Repaths knives to not all be children of the kitchen knife. [MDB IGNORE] (#8843)
* Repaths knives to not all be children of the kitchen knife.

* Fix

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-23 00:07:08 +01:00
SkyratBot
08b4db1d91 [MIRROR] Power generation (collectors, coils, grounding rods) cleanup [MDB IGNORE] (#8871)
* Power generation (collectors, coils, grounding rods) cleanup (#62144)

* Energy collection: Mass rework

Radiation Collectors and Tesla Coils are now subtyles of a common
energy_accumulator type. This type combines common code such as smoothing
output over energy received, computing power output, and handling wire
connections.

Inline calculations using machine energy units are now performed by
common math functions in maths.dm. Rather than reference 0.1,
1 SECONDS is used to make it clear this is to calculate to and from
tickrate dependent units.

Constants which are written in terms of tickrate dependent units are now
written in terms of joules, and use these helpers to convert to and from
these units. With SSmachines.wait / (1 SECONDS) being 2, this usually
means doubling the values of constants which were previously defined in
terms of machine energy units.

* Energy collection: Map path update

> git ls-files | grep dmm | xargs sed -i 's1rad_collector1energy_accumulator/&1g'
> git ls-files | grep dmm | xargs sed -i 's1tesla_coil1energy_accumulator/&1g'
> git ls-files | grep dmm | xargs sed -i 's1grounding_rod1energy_accumulator/&1g'

* Power generation (collectors, coils, grounding rods) cleanup

* object path update (#8882)

* [MDB IGNORE] Missed some paths (#8886)

* object path update

* oops missed a couple paths

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: ORCACommander <orcacommander1@gmail.com>
2021-10-17 23:17:02 +01:00
SkyratBot
1bedcb0714 [MIRROR] The monkey portrait decoration is now a set of random pictures that also act as persistent photo frames. Every station map gets one. [MDB IGNORE] (#8681)
* The monkey portrait decoration is now a set of random pictures that also act as persistent photo frames. Every station map gets one.

* mirrors changes

* Update mothership_astrum.dmm

* Update BlueShift.dmm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
2021-10-14 06:43:45 +01:00
ORCACommander
516a19e0d6 spawner clean up (#8532) 2021-10-01 19:59:05 +01:00
SkyratBot
13fe213621 [MIRROR] [MDB Ignore] Make shuttle windows deconstructable [MDB IGNORE] (#8463)
* [MDB Ignore] Make shuttle windows deconstructable

* E

* re

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-01 00:21:36 +01:00
ForrestWick
b2f3c9b8ed fixes merge conflict (#8476) 2021-09-28 21:37:33 -04:00
SkyratBot
34a6688baa [MIRROR] Removes the placeholder alien bed. (#8411)
* Removes the placeholder alien bed (#61690)

This PR removes the placeholder alien bed and its associated sprite from the game, and replaces its appearance in the snowdin ruin with the actual abductor bed.

* Removes the placeholder alien bed.

Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
2021-09-26 12:18:13 +01:00
Gandalf
52a249a73c TG maps to TG default (#8369)
* EEE

* E

* E
2021-09-24 21:13:20 +01:00
SkyratBot
be6e303ab2 [MIRROR] Mapping DLC - Random Spawner Pack [MDB IGNORE] (#8344)
* Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522)

First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!

Link to the README for how the new spawner system works.

Added the following new random mapping spawners:

pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner

Removed deprecated wizard trap, vault, and armory spawners.

* Mapping DLC - Random Spawner Pack [MDB IGNORE]

* HNNGH

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 19:05:55 +01:00
SkyratBot
57e5bab45e [MIRROR] converts cows to basic mobs and ADDS MOONICORNS (#8220)
* converts cows to basic mobs and ADDS MOONICORNS (#61446)

* converts cows to basic mobs and ADDS MOONICORNS

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:10:20 +01:00
SkyratBot
dd6c18ba9d [MIRROR] Off-station (ruins) shield wall gens start unlocked (#8193)
* Off-station (ruins) shield wall gens start unlocked (#61312)

Adds a variant of shield wall generators (the kind in xenobio and the teleporter) without access restrictions, for use in ruins.

Consistency with most things in space not having access requirements. Given its use is limited to the RD, captain, or silicons, having a bunch of them in space and unusable is not really sensible. Unlocks the few in away missions as well (and in one case turns a varedited one into just the unlocked one)

* Off-station (ruins) shield wall gens start unlocked

Co-authored-by: YakumoChen <king_yoshi42@yahoo.com>
2021-09-15 03:34:31 +01:00
Gandalf
04b6a4f94a [MDB Ignore] TG AND SKYRAT MAP RESET 14/09/21 (#8143)
* RESET

* Update all_nodes.dm

* EEE
2021-09-14 01:33:28 +01:00
SkyratBot
26f934c258 [MIRROR] Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton) (#8076)
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)

* EEEE

* E

* follow the fucking guidelines

* E

* Update CentCom_skyrat.dmm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:27:01 +01:00