* Butchering requires you to be in combat mode. (#69510)
This was an oversight that occurred when intents were replaced with combat mode
if(user.a_intent != INTENT_HARM)
return
was never replaced by its combat mode equivalent.
This is relevant today because it makes it impossible to preform surgeries on dead monkeys (you will just butcher them)
* Butchering requires you to be in combat mode.
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
* Fixes a spurious runtime off the drift component (#69345)
* Fixes a spurious runtime off the drift component
If a loop is made non active, then we end up allowing for double
applications of the component, which throws errors because the old
component (and it's loop) still exist by that point.
This resolves that
* Fixes a spurious runtime off the drift component
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Ports rideable pigs from Aether (With changes to make them basic mobs) (#69248)
Adds rideable pigs from aether(With changes to make them basic mobs)
Pigs now drop pork, and you can cook it into pork chops.
* Ports rideable pigs from Aether (With changes to make them basic mobs)
Co-authored-by: LukasBeedellCodestuff <92578337+LukasBeedellCodestuff@users.noreply.github.com>
* Adds Name to Combustible Turf Flooder Logging (#69346)
* Adds Name to Combustible Flooder Logging
Hey there,
Basically, these logging messsages operated off the name of the parent, which appeared to be a datum of some kind, which caused some null bullshit caused here:
Basically, instead of doing that, let's use the var we create earlier in this proc to actually give us a name. Great!
* actually let's add a period there
* Revert "actually let's add a period there"
This reverts commit 2a5f9e1b990e8105ae6a49ed979977153f6903e9.
* Adds Name to Combustible Turf Flooder Logging
Co-authored-by: san7890 <the@san7890.com>
* Fixes drones being shy of mobs they can't see! (#69385)
fix: Drones will no longer by shy when invisible mobs are around! (eg phased revenants, bloodcrawling slaughter demons, ect)
* Fixes drones being shy of mobs they can't see!
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* AI improvements regarding taming and riding! (#69247)
* Cow AI improvevments and fixes for tamability and riding, no longer allowing you to grab the cow you're riding, and stopping AI cows from moving while being ridden.
* AI improvements regarding taming and riding!
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Adds support for "realistic" public elevators (elevator doors, elevator panel, etc) (#68888)
* Elevators are a bit more friendly part 1
- Emaggable elevator buttons / support for emaggable device assemblies
- Delayed travel between floors
- Elevators can now show a warning sign to areas below while travelling
- Elevators can now optionally wound heavily instead of gibbing
* Adds supoprt for "lift doors"
* Comment tweak
* Splitting these variables
* Functional prototype
* multiz debug
* Elevator button framework
* Unifies these behaviors
* Emergency doors
* Lift button framework
* UI closes on floor change
* Testing changes
* Fix
* UI Tweaks
* Panel works pretty swell
* Minor tweaks
* Move to static
* Bonus tram change
* User experience
* Slight tweak to mapload stuff
* This is silly
* Some UI tweaks, need to update css
* CSS and ui overhaul
* Documentation updates.
* Multi-z lift support
* Multitile lift fix
* Adds support for "realistic" public elevators (elevator doors, elevator panel, etc)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes some improper global signal use (payment component, traitor objectives) (#69131)
* Fixes some improper signal use of SEND_GLOBAL_SIGNAL()
* Fixes some improper global signal use (payment component, traitor objectives)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes alerts for blind people being fed/stripped larger (#69171)
Revert "blind alert too big for stripping and feeding (#69114)"
This reverts commit 6b0c6e8ded.
* Makes alerts for blind people being fed/stripped larger
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
* Replaces the mood component with a mood datum
* Fixes merge conflicts and updates all of our mood events to use the new mood datums
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* blind alert too big for stripping and feeding (#69114)
About The Pull Request
span_userdanger -> span_danger
Why It's Good For The Game
I think it's hilarious that it's that big, but it's not necessary. It only makes sense for blind hit alerts which use span_userdanger for nonblind alerts too.
* blind alert too big for stripping and feeding
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
* [GBP No Update] Perish, individual logging runtime (#69024)
missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* [GBP No Update] Perish, individual logging runtime
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* Fixes shrapnel runtime when hitting limbs that are laying on the ground (#68676)
Limbs on the ground don't have an owner
* Fixes shrapnel runtime when hitting limbs that are laying on the ground
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Lets Admin AI Interact Print Items Again (#68958)
I added a check for ghost AIs to bypass the payment component. So j*nnies (cringe) can print items from lathes again. Useful in case I forgor the typepath of something and need to print it to remember, or to more forcefully show someone that you can print something at a lathe.
* Lets Admin AI Interact Print Items Again
Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
* Adds the Mothroach (#68763)
About The Pull Request
Yup. That's pretty much it. This PR adds the Mothroach to the game, described as "An ancient ancestor of the moth that surprisingly looks like the crossbreed of a moth and a cockroach."
Do you love the Mothroach? Then you can cuddle with it and pat it, as well as place it on your head for extra cuteness.
What if you hate it, though? You can always kill and butcher Mothroaches in order to mass produce moth plushes for your own profit... How fun!
Either way, you win!
The Mothroach can be picked up and has a special on-head sprite (which looks really cute). It is able to vent-crawl and you may get one by randomly summoning a friendly mob through the gold slime extracts, or by ordering one through the Cargo Requests. After butchered, you may use its hide, a heart, and some cloth to craft a moth plushie, the most devilish of Devil's designs.
Full Preview of all the Sprites (NEW): https://www.youtube.com/watch?v=pdg8FTNEYjI
Preview of some of the Sprites (OLD): https://www.youtube.com/watch?v=9A-8hGCiW0s
In-hand, on-head, and grounded Mothroach sprite credits go to ValuedEmployee.
I did the Mothroach hide sprite though!
Why It's Good For The Game
The Mothroach is incredibly cute and a neat, fresh, new piece of content. Although it could use some future repurposing, right now it's simply a cute exotic pet with a few interactions.
These cute sprites are just too good to go to waste...
I keep seeing people complain about the lack of new content. Well, here's something niche that won't break the whole balance of the game and that will be cute. I seriously cannot see a motive not to add this to the game. Just because it isn't a powergaming tool or something that is seen every shift, that doesn't mean that it won't have a positive influence on the game. As I have stated, right now the Mothroaches are underperforming in terms of interactions and ways of getting them, but adding them is the first step to later improve them.
Changelog
cl
add: The Mothroach, your new local exotic pet
add: Mothroach Hide and Mothroach Meat
add: New crafting recipe for the Moth Plush: 1 Mothroach Hide; 1 heart; 3 cloth
fix: Fixes dead mobs on-head not having sprites
/cl
* Adds the Mothroach
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
* Fixes temporary_pollution_emission runtime from null turfs
* Space can no longer have smoke on it!
* Updates many pollution procs to use snake_case
* Converts more pollution procs to snake_case
* Two more early traitor objectives for minor vandalism (#68036)
* Test commit, adds file.
Adds the actual game implementation
Revert "Feature/ratlain"
Adds hiding shards behind posters.
Begins adding evil posters which make you sad if you look at them.
Refactors 'seeing' to use proximity sensors.
This is both more efficient and allows both propaganda tools to share code.
Added most of the implementation for grafitti too, needs splitting into its own file.
* Separated objectives into different files
* Adds the graffiti objective
* Adds demoraliser component for shared behaviour between disparate items
* Soap now calls wash() instead of just qdeling things by itself
Adds file I forgot to commit.
* Remove pointless 'var's
* Makes my abstract objective abstract, probably?
Missed one remaining instance of unecessary var
* Alphabetises tgstation.dme
Tiny change to flavour text.
Removes random unwanted pixel.
* * Refactors how signals are handled across the code and moves filtering to a more appropriate place.
* Handily removes owner object which we don't need any more.
* Adds some early returns.
* Adds missing call to super in contraband.dm attackby.
* That was supposed to be a commit not also a push.
Reverts one change I didn't want to make which also allows this to compile.
* * Removes unecessary tracking of rune in spraycan
* Simplifies spam protection
* Unregister signals in "ungenerate_objective" rather than bespoke proc
* Removes pointless type cast applied two lines before type guarding it again
* Fixes some formatting
* Replaces mob/living/human with mob/living in demoraliser, if Ian get a mood component then why not demoralise him too?
* Adds missing comment
* Updates bad proc name
* * Moves proc from demoraliser to mood
* Replaces reference to glass shard trap with a weakref
* Cleans up some lines which were left after refactoring
* Corrects timing of setting `drawing_rune`
* More early returns
* Test
* Removes trailing /
Replaces . = ..() with a later return ..() in a couple of places
* Restores failure penalty
Adds weight to objective category
* Adds penalty to missed file.
* Separates slipping on graffiti to its own signal
Removes a duplicate comment
More early returns
* Renames vague var.
* Two more early traitor objectives for minor vandalism
* aaaaa
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Had to commit this because of conflicts, rest coming soon (thanks tom :) )
* Adds some more bodytype defines
* Adds some more defines for taur slots and limbs
* Removes a random merge conflict I found along the way
* Added a new file for invisible taur leg sprites
* Added the ability to have non-surgically-removable bodyparts
* Added actual taur legs, which are non-dismemberable and impossible to remove surgically
* Makes it so shoes don't show up on taurs that shouldn't show shoes
* Added some comments about undocumented non-modular changes
* Adds a flag for sprite accessories to allow them to prevent shoe display
* Refactaured (teehee) how the taur body extension is handled, making it an external organ, amongst other things
* Adds a missing keyword to Remove(), better documents some variables and removes an unused one
* Fixes taur bodies not allowing you to customize their colors properly
* Okay, okay, what if I told you, no more lower half of clothes?
* Adds a few stuff that won't get cropped on taurs
You know, could maybe change gets_cropped_on_taurs to be in supports_variation_flags.
* Adds the icon_state manually to the mutable_appearance generated by the female clothing proc, so indexing mishaps should no longer occur.
* Adds logging for when you fail to tip something over (#68712)
* adds failed tip logging
* Adds logging for when you fail to tip something over
Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
* Voracious allows eating while full (#68826)
People with the voracious trait actually eat faster now, and are able to eat even while they are full, albeit much more slowly. This also means voracious people can be force fed faster, and it bypasses the overfed delay.
Voracious doesnt do what it says it does, currently just letting you eat more junk food and get a mood boost when full. This fixes it to have more of an impact on the game.
* Voracious allows eating while full
Co-authored-by: Superlagg <sprambersonson@gmail.com>
* Replaces GetComponent in Mining items with Signalers (#68575)
* Replaces many instances of GetComponents in mining items with signals and better uses overall of Components, in drills and the GPS handcuffs.
* To do this, also added 3 new signals to mechs when you are adding/removing mech equipment onto one.
* Replaces GetComponent in Mining items with Signalers
Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com>
* [s] Uplink Failsafe Fix (#68593)
* The uplink failsafe code traitor item will now actually give you a failsafe code, and won't work on uplinks that don't support it.
* [s] Uplink Failsafe Fix
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* The Toiletbong and other poetical additions (*click* Noice) (#68193)
* Main
* Added deconstruction and better rotation
* Open flame during usage, emagging
* Wording fix, sound fix
* Extra-indestructable check
* Storage is now a normal datum instead of a component? Noice
* Updated harvest.dmi after bell pepper resprite
* The new atom storage broke the emag capability, added a small fix
* The Toiletbong and other poetical additions (*click* Noice)
Co-authored-by: LordVollkorn <66637090+LordVollkorn@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells (#68238)
expands elements that register COMSIG_PROJECTILE_ON_HIT
* Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Makes silver spawned food actually disgusting (#68319)
Fixes silver spawned food not tasting disgusting by sending a signal to the Edible component to make it disgusting.
* Makes silver spawned food actually disgusting
Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com>
* Custom reagent holders no longer blow through the overlay cap (#68205)
* Custom reagent holders no longer blow through the overlay cap
Co-authored-by: oranges <email@oranges.net.nz>