* Fixes runtime when broadcasting to a frequency with no radios on it (#69600)
* Fixes runtime when broadcasting to a frequency with no radios on it
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Buff regular windows more and place them on Metastation (#69246)
The feedback on the previous version of this PR made me realize that the windows weren't buffed enough to be seen as actual companions to regular walls. This PR buffs the windows to the level that the old reinforced windows were. They have 50 melee armor, take 14 hits to destroy and deconstruction consists of screwdriver -> crowbar -> screwdriver
This pull request changes all reinforced windows in low security areas on Metasation with regular windows.
Areas with normal walls that still have reinforced windows:
Arrivals
Departures
Security stations
Because the regular windows are buffed so much in this PR they are arguably stronger than the regular walls (its easier to smash the windows, but the walls take less tool time) so I don't really see any reason to not place this on almost every place with regular walls
* Buff regular windows more and place them on Metastation
Co-authored-by: Vincent <CPTANT@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Random statue mapping spawner spawns its statues anchored (#69305)
About The Pull Request
The /obj/effect/spawner/random/decoration/statue spawner will spawn it's statues anchored, assuming they are structures.
Also refactored graffiti spawner since I was adding support in this area and saw it
Why It's Good For The Game
If you wanna use the spawner to place a statue in a public area, people will shove it around and stuff, which is lame.
So, by anchoring it when it spawns, mappers don't have to worry about people bumping their pre-placed statues around.
* Random statue mapping spawner spawns its statues anchored
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Standardize and improve status display UI's (#68976)
* Standardized and improves status display app, making it share the same UI as the Communication Console's version of it, and moves shared status display screens into global lists instead of vars.
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Standardize and improve status display UI's
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Fixes runtime when putting a mmi into a borg (#69548)
Fixes runtime when putting a brain into a borg
* Fixes runtime when putting a mmi into a borg
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Removes 1.4 seconds from game init on LOWMEMORYMODE (#69455)
We were spending 1.4 seconds on doing an add_overlay on EVERY turf in
/area/space
There's no fukin reason to do this, you CAN JUST ADD OVERLAYS TO AREAS
IT WAS POINTLESS. I HATE IT HERE
* Removes 1.4 seconds from game init on LOWMEMORYMODE
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Improves AI Law Module Examining (#69475)
* Improves AI Law Module Examining
Hey there,
The old version of checking to see what AI laws were on a board were just ugly. They were in a proc completely separate from the actual Examine, and the to_chat utilization it used meant that ghosts couldn't see it (since they didn't count as mob/user i believe). So, let's use examine blocks, make the implementation cleaner in the examine (and actually make it ordered too!).
* Addresses Review + File Organization
Cleans up comments, compresses lines of code.
I also moved the handle_unique_ai() proc below all the examine/attack/display_laws procs to give it some sense of grouping.
* i accidentally deleted the whole line
* Update code/game/objects/items/AI_modules/_AI_modules.dm
real
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Improves AI Law Module Examining
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Add logging to Protocol CRAB-17 (#69522)
This adds admin and game logging for the CRAB-17 phone.
Requested by @ TheVekter
Why It's Good For The Game
Helps admins and players see when the event happens and by who.
* Add logging to Protocol CRAB-17
Co-authored-by: Tim <timothymtorres@gmail.com>
* [s] Fixes bluespace bodybags allowing you to delete them when you're inside of them (#69529)
Fixes bluespace bodybags allowing you to delete them in the round
* [s] Fixes bluespace bodybags allowing you to delete them when you're inside of them
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Beepers Monitor Time
Modular change to CrewConsole
* Beep it Prettier
* Prettier actually Running
* Delete .prettierrc
* Restores TG Version
* Beepularize
* Old Bae
* Adds Life Status indicator
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* BLOOD FOR THE BLOOD GOD
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Food Expansion 4! The great salad update and more (#69355)
About The Pull Request
This is my fourth food expansion PR, adding and changing quite a few things.
This PR will:
Add 7 different types of salads
Add a new ingredient supply beacon box called 'Salads', which includes ingredients used for the salad recipes
Give cherry jelly its own container, and allow jelly to be ordered from the produce console
Make cherry jelly actually nourish you when consumed
Add paçoca, a Brazilian peanut candy requested by @ GuillaumePrata
Add mashed potatoes
Add shepherds pie
Add Cullen skink
* Food Expansion 4! The great salad update and more
Co-authored-by: MidoriWroth <kodyman@att.net>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Stop stacks merging when in a machine and not being used as a construction part, fixes#68456 (#69295)
* Stop stacks merging when in a machine and not being used as a construction part, fixes#68456
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Fix chaplain's not being able to pick their bible cover while illiterate or blind (#69249)
* Fix chaplain's bible cover menu not working while blind/illiterate.
* Fix chaplain's not being able to pick their bible cover while illiterate or blind
Co-authored-by: Tim <timothymtorres@gmail.com>
* Fixes the power flow control console not actually being able to toggle breakers (#69343)
* Fixes a runtime in breakers when trying to shut it on/off using the power flow control console, allowing the machine to once again work.
* Fixes the power flow control console not actually being able to toggle breakers
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Fix lockers giving no feedback when trying to close them with another locker inside (#69172)
Fix lockers giving no feedback when trying to close them with another locker inside
You also no longer try to toggle the lock status when you fail to close an open locker. I think this was a bit weird behaviour because changing the lock status of an open locker doesn't really make sense and only resulted in confusing messages.
* Fix lockers giving no feedback when trying to close them with another locker inside
Co-authored-by: Vincent <CPTANT@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>
* Space Dragon Antag Datum Refactor Take 2 (#68988)
* Space Dragon Antag Datum Refactor Take 2
Space Dragon's antag datum and the mob has been separated, so it is now possible to have non-dragon space dragons, with customizable spawned mobs and factions.
* Space Dragon Antag Datum Refactor Take 2
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* Adds fire ants (#69365)
cl ShizCalev
add: Space ants will now turn into space fire ants when burned with fire.
/cl
* Adds fire ants
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Unique ambience for virology! NOW NOT BROKEN! (#69407)
A literal re-upload of #69031 because of that rust DLL problem. I don't wanna fix it the hard way, so easy way it is.
About The Pull Request
Now virology has a new Plague Inc inspired ambience sound (Made by myself in FL studio so no licensing problems). It has it's own define, and is used in the virology area.
There is 3 sounds, you can listen to them there:
ambiviro_1.mp4
Each of them weights ~100 KB which is not alot.
Why It's Good For The Game
First of all, medbay literally only has only one ambient sound, and only 1 area of medbay had unique ambience (Morgue). It's neat to have more areas with unique ambiences, especially when that area on almost every map is seperated from the rest of medbay.
With this mysterious ambient, every virologist will feel himself making something dangerous and scary, even if it's a benefical virus.
Changelog
cl
soundadd: Virology got new mysterious ambient sounds.
/cl
* Unique ambience for virology! NOW NOT BROKEN!
Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
* Vending machines now support categories (and premium/contraband is moved there), adds it to the Clothesmate (#69076)
* Initial setup and data
* Work on UI
* Final UI
* Remove TODO
* Section for categories
* Vending machines now support categories (and premium/contraband is moved there), adds it to the Clothesmate
* Adds the modular version of product_categories and implements it for the Clothesmate!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Tiziran Canned Goods Pack now supplies the proper supply pack (#69270)
can
c
* Tiziran Canned Goods Pack now supplies the proper supply pack
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Spyglass sanity check on dropped / equipped (#69283)
you can put things on / take things off of people who don't have clients.
* Spyglass sanity check on dropped / equipped
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Necropolis Tendrils now need to be interacted with to drop their loot, and multiple people can receive multiple chests. (#69193)
Tendrils no longer immediately drop their chests, they will drop it once you have used an empty hand on the collapsing tendril. You can only spawn a chest once, but every unique mob that interacts can spawn one chest.
* Necropolis Tendrils now need to be interacted with to drop their loot, and multiple people can receive multiple chests.
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* reset TG human_helpers, modularly overwrite proc's examines (and better)
* better DNR trait itself (wish this could be more modular...)
* ghosts that DNR ACTUALLY go DNR
* might as well make sure it can be undone cleanly
* idk if med_hud_set_status will actually change it but its MEANT to
* removes excess info (it's in the PR body itself now)
* Makes holopads display the proper sprite when open (#69232)
* makes holopads display the proper sprite when open
* tabs
Co-authored-by: tattle <article.disaster@ gmail.com>
* Makes holopads display the proper sprite when open
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>