* Fix incorrectly passed biotype args in take_overall_damage (#73203)
## About The Pull Request
The linters in #73202 revealed to me that `heal_overall_damage` was
overridden wrong in `carbon` and left out an argument, meaning that
plausibly some places that didn't provide an argument for `stamina`
probably had an off-by-one error with args and wouldn't apply them
properly.
I fixed that in that PR because it was using it. Then I noticed that the
same problem exists in `take_overall_damage` so I am fixing that too.
I don't know if this was linked to any actual bugs, but it might cause
some. They'd be hard to spot because it'd be for stuff like "a
shadowperson with a prosthetic takes damage to their prosthetic if not
in darkness" and probably nobody would even get into that situation let
alone notice to report it.
## Why It's Good For The Game
We want arguments to do what they are supposed to do.
## Changelog
🆑
fix: Biotypes will be more consistently applied when taking damage, pod
and shadowperson prosthetic limbs won't be corroded due to light levels.
fix: Podperson and Wooden Golem prosthetic limbs won't be corroded by
having a hungry tummy.
/🆑
* Fix incorrectly passed biotype args in take_overall_damage
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Fixes admin "power failure" secret. (#73277)
## About The Pull Request
- Fixes "power failure" secret not working.
`GLOB.the_station_areas` is a list of types, not list of areas.
This `as anything` was causing runtimes, as it was accessing values on
types, and not area instances.
Swaps it over to use `GLOB.areas` + location check that the areas are on
station Z level.
- Fixes "power failure" secret having no announcement if no grid check
has occurred
`GLOB.power_failure_message_cooldown` starts at 0, so it was always
lower than `world.time` if an admin uses it when no grid check has
occurred. Delving deeper, these should not have been linked whatsoever.
The power failure spam prevention is now tied to the grid check event
itself. I also don't believe it to be necessary, as we fixed discounts
having infinite stock, but I'll keep it just cause.
## Why It's Good For The Game
Secrets work as advertised
## Changelog
🆑 Melbert
fix: Admins, "All areas unpowered" in the secrets menu will now function
again.
/🆑
* Fixes admin "power failure" secret.
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Capture The Flag: Skill Issue (#72960)
## About The Pull Request
QoL update for CTF to make the experience better and smoother.
## Why It's Good For The Game
The CTF experience is a bit unpolished in some areas such as important
information (shield charge, control point score) being obscured,
mandatory hand switching on spawning, and players messing with their
team by blocking the controller.
## Changelog
🆑
qol: CTF guns spawn in the default active hand
qol: CTF shields become transparent as they lose charge
qol: CTF King of the Hill scores are visible to players in-game
qol: CTF controllers can no longer be blocked by players standing on
them
/🆑
* Capture The Flag: Skill Issue
---------
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
* Fixes some redundant / incorrect messages w/ spontaneous combustion symptom (#73227)
🆑 ShizCalev
fix: Fixed some duplicated and incorrect messages being presented when
infected with a virus that has the spontaneous combustion symptom.
/🆑
* Fixes some redundant / incorrect messages w/ spontaneous combustion symptom
---------
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Properly hides syndie crate keys from operative uplinks (#73218)
## About The Pull Request
United Surplus Crate Key had no flags, unlike United Surplus Crates, so
they appeared in Nuke Ops uplinks. This PR adds the proper flags to hide
them.
Future Improvement: It looks like something messes up uplink flags if an
admin removes your Traitor role and gives you Nuke Op or vica versa,
which can result you getting an uplink where you can not see either
role's unique gear, but I can not reliably replicate this, so for now
that has to wait for a future PR.
## Why It's Good For The Game
Fixes#72978
## Changelog
🆑
fix: United Surplus Crate Key is no longer visible in the nuke ops
uplink
/🆑
* Properly hides syndie crate keys from operative uplinks
---------
Co-authored-by: Profakos <profakos@gmail.com>
* this is gonna look so cool
* oops
* ok that didnt quite work
* maybe we can keep the disk in the preview
* oh right dont give the previews ids
* yeah it really hates belt modsuits doesnt it
* updates the screenshot test
* Update Event: Tram Malfunction (#73118)
## About The Pull Request
We've had it for a couple months and from watching, making some tweaks
the parameters based on how it's worked out in the real world.
- Spread between min and max damage is reduced
- Event length decreased
- Calculates damage based on the mob's max health instead of static
value
- Lethality multiplier during event decreased
## Why It's Good For The Game
- Min damage and max damage were too low and too high, respectively for
mobs with 100 maxHealth
- Tram hits won't have those occurrences of it doing like 500 damage
- 15 minutes is too long, people forget it's even running. Better to
have shorter bouts of malfunction, potentially more often
## Changelog
🆑 LT3
balance: Tram Malfunction: Decreased spread between min and max damage
balance: Tram Malfunction: Event length decreased
balance: Tram Malfunction: Damage multiplier added to account for
different base health levels
balance: Tram Malfunction: Event collision lethality multiplier
decreased
/🆑
* Update Event: Tram Malfunction
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Makes some improvements to how AI can use JPS with movement loops (#72685)
## About The Pull Request
This PR makes some changes to how JPS is used in movement loops, as it
was causing a variety of issues:
- Fixed some code where JPS would fail because the path is still being
made. Instead, the movement loop will now wait.
- Reduced the subsystem wait for the pathfinder subsystem from 2 seconds
to 0.1 seconds. @ LemonInTheDark told me that this is better, I'll update
this with a better explanation once I squeeze it out of him :D
- Allows you to provide an initial path to the movement loop, in case
you pre-calculated one while making a plan.
## Why It's Good For The Game
Makes working with JPS a bit easier when making AI.
---------
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Makes some improvements to how AI can use JPS with movement loops
---------
Co-authored-by: CapybaraExtravagante <110635252+CapybaraExtravagante@users.noreply.github.com>
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Fix a merge skew on armor datums (#72909)
And also add a check grep to find it in the future
* fix linters
* damn youuuu
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* correct the spelling of some limb disable messages (#73260)
## About The Pull Request
fixes the spelling with an epic webedit
## Why It's Good For The Game
spelling uhh good
## Changelog
🆑
spellcheck: The message given when a limb is disabled has had its
spelling corrected.
/🆑
* correct the spelling of some limb disable messages
---------
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* [WEBEDIT INCOMING] Corrects pluoxium and freon gasmix power ratios to their original values. (#73142)
## About The Pull Request
Changes pluoxium and freon powermix ratio to -1.
## Why It's Good For The Game
They were -1 before #69158. The PR stated there were no changes except
for the CO2 thing. It is extremely plausible it was an accidental change
during the refactor, as they were undocumented changes, while also
countering the point of the gases.
## Changelog
🆑
fix: Reverts accidental change to pluoxium and freon gasmix power ratio
values.
/🆑
* [WEBEDIT INCOMING] Corrects pluoxium and freon gasmix power ratios to their original values.
---------
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Tram Mk. IV hotfixes [NO GBP] (#73243)
## About The Pull Request
Fixes some little issues in
https://github.com/tgstation/tgstation/pull/73057
- tram doors only crush people if either emagged (100%) or
malfunctioning (15%)
- emag works on tram doors
- crossing signals use correct amount of power, increased brightness
- crossing signals and destination signs consume power when idle
- green static crossing signal shuts off when power lost
- left/right emag icons are swapped
- tram bench override shouldn't override all benches | Fixes
https://github.com/tgstation/tgstation/issues/73250
- reduced damage from tram door crushing (60 > 45)
## Changelog
🆑 LT3
fix: Fixed motion sensors on tram doors, they will now crush you much
less often!
balance: Reduced damage from being crushed by tram doors
code: Un-nested emag blacklist
code: emag works properly on tram doors
fix: Backwards tram door sparks animation
fix: Tram displays power consumption
fix: Tram crossing signals power consumption
balance: Increased brightness on tram crossing signals
fix: West Wing NW/SW and East Wing NE/SE crossing signals now shut off
when power is lost
fix: Tram benches don't override standard benches
fix: Reduced saturation and brightness of standard bench
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Tram Mk. IV hotfixes [NO GBP]
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Do not alert admins when an inert BoH is made (#73185)
## About The Pull Request
Removes the `dangerous_construction` variable that was only used by the
BoH, as well as the admin message sent when an inert BoH was printed.
## Why It's Good For The Game
Since the bag of holding changes, admins don't need to know when an
inert BoH is printed.
## Changelog
🆑 Tattle
admin: Admins are no longer alerted when an inert BoH is printed
/🆑
---------
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Do not alert admins when an inert BoH is made
* Update bluespace_design.dm
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* literally just hook asay into tgui say (#73212)
## About The Pull Request
pressing f3 now opens asay in tgui say
## Why It's Good For The Game

also fixes double-escaped special characters caused by #72407 and
finally gets rid of the gross regular tgui input popup
## Changelog
🆑
fix: asays are no longer double-escaped
admin: asay now uses tgui say
/🆑
---------
Co-authored-by: Scriptis <scriptis@ duck.com>
* literally just hook asay into tgui say
---------
Co-authored-by: scriptis <scriptif@gmail.com>
Co-authored-by: Scriptis <scriptis@ duck.com>
* Fixes ghost roles announcing when they fail (#73175)
## About The Pull Request
Fixes ghost roles from being announced if they haven't managed to get a
player to spawn as the mob. We do this by killing and returning when we
fail to spawn a player, while the ruleset isn't processing.
Also makes these rulesets FAIL by default, so they aren't secretly
passing events that don't exist.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/38241
Players no longer get announced about events that aren't occurring, and
weren't intended to be played (like fake announcements), making actual
fake announcements actually fake.
## Changelog
🆑
fix: Announcements of ghost roles don't play if no one accepts the poll
to play as the role.
/🆑
* Fixes ghost roles announcing when they fail
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Deletes Rapid_melee on wendigo (#73189)
Deletes Rapid_melee on wendigo.
Currently Wendigo has a rare chance (or maybe some weird trigger that I
was only rarely able to activate) of activating rapid_melee, causing it
to attack 8 times per second. I don't think Wendigo doing 224 damage to
someone wearing Ash Drake armor is intended so I think it's safe to say
this is an unintended bug.
* Deletes Rapid_melee on wendigo
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
* Disks don't delete eachother & Grammar fix (#73173)
## About The Pull Request
CtrlShift LMB screentip key now says you'll remove the disk instead of
the drive, to be more accurate to what it does. Also checks for a disk
when you try to add a new one in, preventing new disks from deleting the
old by swapping disks instead.
## Why It's Good For The Game
Bug fixes for feature freeze, swag
Adds a better description and prevents the deletion of disks.
## Changelog
🆑
fix: Computers no longer delete disks if you try to add a second one.
spellcheck: Computer screentips says you're now removing the disk
instead of the SSD.
/🆑
* Disks don't delete eachother & Grammar fix
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Moths can't eat indestructible items (#73171)
## About The Pull Request
Prevents mothmen from eating indestructible clothings like the advanced
magboots
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/66923 and makes
indestructible items not be destructible through the power of your damn
mouth.
## Changelog
🆑
fix: Moths can no longer eat indestructible items (like the CE's
magboots)
/🆑
* Moths can't eat indestructible items
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Removes friendly fire from space dragon (#72990)
## About The Pull Request
Space dragon fire breath no longer oneshots allied space carps, now it
doesn't damage them at all. Carps that aren't dragon minions are
unaffected.
Closes https://github.com/tgstation/tgstation/issues/72985
## Why It's Good For The Game
It is fun to play as a dragon's carp minion, but it is very hard to
normally work in a team with the dragon due to the fact that dragon's
fire breath oneshots you. This PR makes playing as a dragon's carp more
sane and allows carps to actually defend the carp rifts as they should,
while not being instakilled by their master.
## Changelog
🆑
balance: Space dragon fire breath no longer damages allied space carps
/🆑
---------
Co-authored-by: SuperSlayer <91609255+SuperSlayer0@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Fixes plasmamen dying from liver damage when consuming plasma & other organic toxins, fixes plasma fixation for plasmamen and other species (#72644)
## About The Pull Request
(edited for brevity---AS BEST I COULD, this turned into a lot more fixes
than I set out to do)
Instead of actually removing and metabolizing plasma in the liver,
plasmamen were having plasma removed in a special handle_chemicals proc.
The issue with this is that the liver's on_life proc would still fire
off alongside it, detecting reagents in the mob (because
handle_chemicals removes them little by little, at the same rate as the
liver does). And because the liver code sees it as a toxin, it takes
damage until it fails, leading to death as described in #72229.
Not actually metabolizing plasma also led to another issue, as mentioned
in #61424.
The solution after much faffing around ended up being to move the actual
reagent removal from handle_chemicals to the liver code, and to compare
a toxin's affected_organtype to the liver's 'status' var to check if the
toxin can damage the liver. There was currently only an ORGAN_ORGANIC
and ORGAN_ROBOTIC defined for this, so I added ORGAN_MINERAL for plasma
livers.
It still works as before, but now the reagent will actually get all the
metabolism procs called on it and be removed by the liver. And mobs with
mineral livers (currently only plasmamen) do not suffer organ failure
from processing organic toxins.
Plasma fixation itself also needed some TLC, as it was likely written
before liver damage was a thing. A lot of this comes down to rogue
livers operating independently of their species now that I think about
it...
Fixed it so you no longer take liver damage from injected/consumed
plasma when under the effects of the stage 4+ virus by making use of the
new PLASMA_LOVER_METABOLISM liver trait.
---
On top of that made it so that breathing in plasma through internals
also contributes to plasma fixation healing. This is a slight buff to
virology (especially for plasmamen) but it didn't seem busted or
anything from my testing. Can lead to some interesting subtle approaches
to healing for virologists as they can use internals rather than just
flooding rooms with plasma...
Some notes:
- due to the way lungs are coded, non-plasma breathing species take a
significant amount of tox damage from breathing plasma through internals
in most cases and still need the right gas to be present so as to not
asphyxiate.
- During my testing this damage did not get healed fast enough to make
it viable for humans to wear plasma internals as found in spawned tanks
and such.
- I did not play around with creating custom internals mixes of O2 and
plasma but in theory that could possibly allow humans to heal faster
than the tox damage is applied. I think the tox damage on breath is
based on the amount of mols in the tank so perhaps a small amount of
plasma in the mix could work.
- As it stands the heal is very slight at 4kpa which is the typical tank
pressure for plasma internals. Going up to 15kpa can result in a
stronger heal (on par with injecting plasma) but going further offers no
additional benefit, and internals will be consumed much more quickly.
- This heal bonus is multiplicative with the rest, but from my testing
it still stays within reasonable numbers even with all 3 sources going
at once so as to not feel broken.
- Plasma fixation does not heal organ damage, but if I could add that in
easily enough should it be wanted.
The numbers themselves can be easily tweaked if desired, should people
find it too strong or what have you!
## Why It's Good For The Game
Fixes#72229Fixes#61424Fixes#70460 --not sure if this PR fixed it but I was able to infect
monkeys and plasmamen with a virus containing Inorganic Biology in my
testing, so this may be closed
Plasmamen dying from plasma is a travesty and reparations must be made.
## Changelog
🆑
fix: plasmamen no longer can suffer liver failure from injecting
themselves with plasma (unless they have a human liver for some reason).
fix: a person who is infected with a plasma fixation disease can no
longer can suffer liver failure from injecting themselves with plasma.
fix: plasmamen no longer can suffer liver failure from consuming other
organic toxins, which they are not supposed to be affected by.
fix: plasma fixation heal-through-inject-or-consumption now works for
plasmamen by letting the metabolism procs take care of removing it from
their systems.
fix: hot ice now has the same wound-healing and nontoxic properties as
plasma to plasmamen, since it is described as "frozen plasma". It is
also nontoxic to plasma fixation virus sufferers.
fix: plasma breathed through internals now contributes to the healing
amount from plasma fixation.
/🆑
Co-authored-by: Bloop <vinylspiders@gmail.com>
* STAY IN THE LIGHT: Adds terrify Nightmare spell, terrified status effect, and a reason to mind the shadows (#72282)
Adds the Terrify spell, and its associated status effect, Terrified.
This new spell is given to antagonist nightmares, as a part of their
brain. The spell only works in those surrounded by darkness, and will
apply the Terrified status effect if successful. Upon being Terrified,
victims will passively gain **Terror Buildup** if they remain in the
dark. As buildup increases, so do the negative effects, including tunnel
vision, panic attacks, dizziness, and more.
There are two primary methods for mitigating terror buildup. The first
is moving into the light, which will reverse the passive terror buildup
and eventually make it go away. The other method is by getting a hug
from a friendly hand, which will reduce buildup significantly.
Getting a hug from an UNfriendly hand (a nightmare, for instance) will
cause the victim to freak out and be briefly knocked down. This can be
spammed on targets who are caught alone in the dark, keeping them in an
unfavorable position (sideways) and adding to the victim's terror
buildup considerably. Escape into the light as soon as possible, or
you'll be pushed to MAXIMUM TERROR BUILDUP.
To what end? Heart failure. Past the soft terror cap (which limits how
much passively generated terror you can make) exists the hard terror
cap. Bypassing that threshold will cause a stress induced heart attack
and knock you unconscious (embarrassing!)
* STAY IN THE LIGHT: Adds terrify Nightmare spell, terrified status effect, and a reason to mind the shadows
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Renames Datum Parts above tier 1 accordingly to their tier.
* Makes it so all of our machine also use the datum stock parts, because that's also important
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds nutriment factor to liquid gibs. (#73033)
## About The Pull Request
Over the years I've heard quite a few lizard players scratch their heads
in confusion due to the lack of gibs filling you up. I gave it a fairly
low value of 2 so people don't end up trying to power game it.
## Why It's Good For The Game
Adding an alternative use to gibs is always nice, at the moment it's
mostly just used for soap and cytology (Which barely anyone does.)
## Changelog
🆑
balance: Gibs now provide a small amount of nutriment.
/🆑
* Fixes the modular uses of liquid gibs
* Fixes an error that somehow slipped through.
---------
Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind
* Fixes the conflicts and makes shit compile!
* Fixes other things that didn't show up because I hadn't updated
* Fixes the lints.
* Okay NOW it's ready (please don't add anything else that touches blindness I beg you)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Don't initialize stack components inside machines (#72863)
## About The Pull Request
An attempt at the
[Initiative](https://github.com/tgstation/dev-cycles-initiative/issues/29)
all types/subtypes of `obj/item/stack` no longer exist inside any
machine. Only during deconstruction is the stack created from the
circuit boards requested components.
Also moved the component printer & module duplicator circuitboards into
`machine_circuitboards.dm` so they all are in one place
I was unable to do this for circuitboards because that still needs to
exist so we can use `apply_default_parts()` on the machine. I tried to
do the whole datum circuitboard approach just like with stock parts but
i'm unsure about it so maybe next time
## Changelog
🆑
refactor: stack components no longer exist inside a machine's
component_parts
refactor: move component printer & module duplicator circuitboards into
machine_circuitboards.dm
/🆑
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* sending a message with telepathy (or an abductor gadget or prayer response) now gives your target a balloon alert (#73087)
## About The Pull Request
revenant telepathy, genetic telepathy, eldritch telepathy, and split
personality communing now give the person you're sending a message to a
balloon alert to get them to check their chat window
EDIT: also added prayer responses, abductor messaging, and abductor mind
control to this list
EDIT: also added additional feedback for antimagic blocking telepathy
and tinfoil blocking abductor mind control
EDIT: also changed the telepathy reception message to more closely
resemble the prayer response one (they're still not identical, though)



I tested the prayer stuff too, you'll just have to trust me on that one.
## Why It's Good For The Game
fixes https://github.com/tgstation/tgstation/issues/73031
## Changelog
🆑 ATHATH
qol: Revenant telepathy, genetic telepathy, eldritch telepathy, split
personality communing, prayer responses, abductor-to-abductee messaging,
and abductor mind control now give the person you're sending a message
to a balloon alert to get them to check their chat window.
qol: Failing to send a telepathic message and failing to use abductor
mind control on someone now gives better feedback.
tweak: The telepath-ee notification message has been slightly altered.
/🆑
* sending a message with telepathy (or an abductor gadget or prayer response) now gives your target a balloon alert
---------
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Cleans Up (a few) Single-Lines Over 300 Characters (#73124)
These were just super long picks with multiple strings/file
references/whatever, let's convert it into a list of picks, maybe do
some cool proc stuff, just make it look NICER.
I found it by doing `rg '.{300,}' code > output.txt` from the root of my
repository (used ripgrep because that's what i had at the time), and you
can see a copy of the results I got here:
https://github.com/tgstation/tgstation/files/10553651/output.txt in case
you wanna take a stab at it. I didn't filter by .dm code file, so
there's a few bulky JSONs and MD sections, but maybe those are good
candidates for splitting up the wording or otherwise prettifying the
JSON? Unsure.
* Cleans Up (a few) Single-Lines Over 300 Characters
---------
Co-authored-by: san7890 <the@san7890.com>
* Xenobiology regenerative sepia crossbreed usage's description is corrected (#73143)
Changes the description of the "regenerative sepia crossbreed" to tell
what it actually does : Fully heal, then "déjà-vu" on the position it
was used.
* Xenobiology regenerative sepia crossbreed usage's description is corrected
---------
Co-authored-by: Tristrian <Tiago.A.C.9@hotmail.com>
* worn overlays proc sends a signal (#73101)
what the title says, it sends the list of overlays to be edited and some
other stuff
makes modsuits use this
* worn overlays proc sends a signal
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Changes crate description for snake crate (#73148)
## About The Pull Request
Changes the snake cargo crate description from "three poisonous snakes"
to "three venomous snakes". While snakes can (rarely) be poisonous, the
snakes in-game are venomous.
## Why It's Good For The Game
Correct word usage is good. Venomous animals inject toxins via bite or
sting (which is what the in-game snakes do). Poisonous animals only
transfer toxins when they are consumed.
## Changelog
🆑
spellcheck: changes the snake crate description from poisonous to
venomous
/🆑
* Changes crate description for snake crate
---------
Co-authored-by: Horatio22 <69338705+Horatio22@users.noreply.github.com>
Tram Mk. IV (#73057)
- After one too many tram malfunctions, Nanotrasen's insurance provider
finally sprung the cash for a new tram. Made with the latest in
lightweight materials, there's more capacity than ever before to shuttle
your crew around the station.
https://user-images.githubusercontent.com/83487515/215639768-3f7fcb84-cfd2-4efe-b578-998197651f13.mp4
- Consolidates all the tram turfs, objs, and structures into respective
.dm files because they were haphazardly spread everywhere.
- Fixes tram doors playing open/close animations when they're already in
the correct state, corrects timing for when they change density.
- Tram now correctly has an operating status and will stop functioning
when power is lost.
- Call buttons no longer dispatch a tram that doesn't have power.
- Fix for emergency exit when tram has no power.
- Running at closing tram doors is a gamble, you may be crushed
- Fixes https://github.com/tgstation/tgstation/issues/73125
Looks nice, more space, tram doors demand a pound of flesh.
🆑 LT3
imageadd: Nanotrasen's insurance provider finally sprung the cash for a
new tram. Made with the latest in lightweight and mostly* non-flammable
materials, travel in comfort and style!
code: All tram components are now organised based on type
code: Tram is now aware if it has power or not
del: Removed movement slowdown running on tram plates
fix: Tram call buttons will not work calling an unpowered tram
fix: Tram doors will no longer cycle open/closed when they're already in
the correct position
fix: Fixed an edge case where running onto the tram you bounce off the
open door as if it was closed
fix: Unpowered tram doors can only be forced into the open position
fix: Westbound travel shows the correct controls animation
add: Tram doors take a chunk of flesh if you run at them last minute
qol: Reduced duration of amber stage on tram crossing signals
/🆑
* Fixes camera chunks being 1 tile short (kills AI GRID OF DOOM again) (#73163)
## About The Pull Request
#72709 replaced `block` calculating a new chunk with `CORNER_BLOCK`. The
new proc handles subtracting 1 from input `width` and `height` in its
own `block` down the line, so doing it here is fucking up chunks.
## Why It's Good For The Game
Frees freelook consoles/AIs from fake freevision in a grid. Kind of a
reverse problem that was handled back in #70685, somewhat amusing really
Fixes#73091
## Changelog
🆑
fix: Nanotrasen Artificial Intelligence Department has repelled a
Cybersun attack on AI personalities and advanced camera frameworks that
was based on the last year's AI GRID OF DOOM ion law incident. Free-look
camera consoles and AIs should no longer have a grid of free vision that
also prevents interacting with stuff on the grid.
/🆑
* Fixes camera chunks being 1 tile short (kills AI GRID OF DOOM again)
---------
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Crafting light switches, request consoles, telescreens, and ticket machines (#72859)
## About The Pull Request
Breaking down #72371 because it's... unreasonably large.
So this PR adds recipes for light switches, request consoles,
telescreens, and ticket machines. Ticket machine frame by Kryson.
You can't print all of the telescreens, like the head of staff ones, but
the general department ones can be printed in their respective
departments.
## Why It's Good For The Game
Wallening compliance, and more of me on my shit breaking down long
files.
## Changelog
🆑 Tattle, Kryson
qol: light switches, request consoles, telescreens, and ticket machines
can now all be printed from lathes
/🆑
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
* Fixes mime's vow of silence requiring wizard robes to be casted. (#73093)
## About The Pull Request
As it says in title. Also somewhat fixes this #73060
## Why It's Good For The Game
Cringe mimes can speak again/Changeling mimes can pretend other people
again.
## Changelog
🆑
fix: Mime's Vow of silence will no longer requiere wizard robes to be
casted.
/🆑
* Fixes mime's vow of silence requiring wizard robes to be casted.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Station monitoring console patches (#73096)
## About The Pull Request
- Distro & Waste loop sensors were only displaying the values of the air
on its turf not the actual pipes they were on, so the values were always
constant. Thats fixed now.
- Created a macro to map chamber id to air sensor to avoid typos. This
also fixed being unable to connect to the waste loop sensor due to a
typo in the word "_sensor".
- When reconnecting to a different chamber other than distro & waste
`atmos_chambers` is not lost when switching so you can once again
connect back to distro & waste. After reconnecting make sure to again
select the chamber from the drop down box cause the ui doesn't update
automatically
https://user-images.githubusercontent.com/110812394/215701505-105eba4d-d5d1-4a09-9ac7-0ab73fee2196.mp4Fixes#73055
## Changelog
🆑
fix: distro & waste sensors not reading values from the actual pipes
they are on
fix: losing distro & waste options from the drop-down box after
connecting to a new sensor.
refactor: all occurrences of _sensor with a macro to avoid typos.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Station monitoring console patches
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Customizable GAGS Witch Hat (#72477)
## About The Pull Request
Implements new sprites for the witch (Marisa) hat, divided into three
greyscale icon states - base, bow, and charms. The hat can have its
colours customized at an AutoDrobe. The not fake version has also been
changed in the same way. The default colours are approximately the same
to the old hat's.

_A coven of witches showing off their newly colourable hats_
## Why It's Good For The Game
More customization options for clothes allow for more variety and
greater player creativity.
## Changelog
🆑
add: added greyscale json configs for witch hat and witch hat worn.
imageadd: Added new, greyscale states to head/wizard.dmi
imagedel: Removed Marisa hat states from head/wizard.dmi
code: changed Marisa hat code in wiz_robes.dm to make them use
greyscale.
config: changed greyscale configs to include the witch hat.
/🆑
* Customizable GAGS Witch Hat
---------
Co-authored-by: Kepteyn <94123167+Kepteyn@users.noreply.github.com>
* Fixes an edge case where you can get incurable plasma damage, & fixes healing sources that don't have biotype restrictions not working if the mob doesn't have the MOB_ORGANIC biotype (#73017)
## About The Pull Request
Fixes#72962
The plasma river applies toxins damage to a mob as it transforms
individual limbs into plasmaman ones.
Once all limbs have been transformed, the mob's species changes to
plasmaman.
This currently leads to incurable toxin damage as antitoxin drugs do not
work on plasmamen. Made it so that upon transforming fully, the toxin
damage is cleared.
Also fixed an issue where healing sources that do not have a
required_biotype parameter (e.g. `adjustToxLoss(-5)` vs
`adjustToxLoss(-5, required biotype=whatever)`) will not work on mobs
that do not have the `MOB_ORGANIC` biotype (e.g. plasmamen) due to it
defaulting to `MOB_ORGANIC`. For now those use the `forced` param to
accomplish this.
## Why It's Good For The Game
Incurable damage is no good.
## Changelog
🆑
fix: fixed getting incurable tox damage when fully transformed into a
plasmaman via plasma rivers
fix: fixed rod of asclepius/medibeam etc not being able to heal tox
damage despite not having biotype restrictions
/🆑
* Fixes an edge case where you can get incurable plasma damage, & fixes healing sources that don't have biotype restrictions not working if the mob doesn't have the MOB_ORGANIC biotype
---------
Co-authored-by: Bloop <vinylspiders@gmail.com>
* Fixes water bottle cap overlays & adds an opening sound (#73135)
## About The Pull Request
Watter bottle caps are now visible and create a pop sound when opened.
Couldn't find a sound effect for closing the cap though.
Fixes#72927
## Changelog
🆑
fix: Water bottle cap overlays & missing opening sound
/🆑
* Fixes water bottle cap overlays & adds an opening sound
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Fixes a spelling error in the Reload Configuration confirmation dialog. (#73129)
## About The Pull Request
This, as the title states, fixes a spelling error in the confirmation
dialog for the Reload Configuration verb.
Specifically, it changes "modificat**oi**ns" to "modificat**io**ns".
## Why It's Good For The Game
It's nice to not have to look at spelling errors.
## Changelog
🆑
spellcheck: The word "modifications" is now spelled correctly in the
Reload Configuration confirmation dialog.
/🆑
* Fixes a spelling error in the Reload Configuration confirmation dialog.
---------
Co-authored-by: sergeirocks100 <31294280+sergeirocks100@users.noreply.github.com>
* The toy crossbow nolonger floats nearby your hand when you hold it. (#73140)
## About The Pull Request
The toy crossbow had its inhand dimensions set incorrectly to 64 causing
the inhand sprites to be offset incorrectly, I've set them to 32.
## Why It's Good For The Game
Bugfix.
## Changelog
🆑
fix: Toy crossbows have had their offset fixed and will now correctly
display in your hand.
/🆑
* The toy crossbow nolonger floats nearby your hand when you hold it.
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>