* 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>
* 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>
* 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>
* Tilening V2 Part 2: KrysonWood Edition (#69088)
About The Pull Request
Hey there! Didn't expect me to be back so soon? Well, that's because I had yet another project on the backburner: A Sequel to Tilening V2!
Where we last left off, we redid a huge majority of the sprites related to iron floors, but another big culprit was left untouched: Wood Floors!
So, what did I do? I asked @ Krysonism for the wood tiles they've used for a majority of their Wallening mockups, and finalized their work! Behold:
image
image
image
image
As a result, I felt that as I was touching up those wood sprites, I should've addressed a few more tiles while on the way, which is when I decided upon retouching the titanium and plastitanium tiles as well!
image
image
image
image
image
Decals related to these two tile types were also changed!
Here's some highlights of it during a few test screenshots on localhost!
This PR also changes the appearance of plating, making it smoother as some people complained about the waffle pattern and I agree, it was excessive!
image
Finally, this PR very minorly adjusts a few tiles, such as the black and white tiles, diagonal, black and grey tiles, etc, as well as removing unused damaged icons, and replacing them with the better ones we have. Said unused/old icons will be dumped onto the spriting depot.
Why It's Good For The Game
A continuation of my work, as well as being the intended vision Kryson desired for the upcoming wallening project! There's still a lot to go, but its a good step in the right direction of visual progress!
Changelog
cl PositiveEntropy, Kryson
del: Removes old and unused titanium, plastitanium and plating damaged states.
imageadd: Resprites the wooden, titanium and plastitanium-related floors!
imageadd: Decals related to the resprited tiles have been adjusted accordingly.
imageadd: Updates the appearance of plating to be smoother!
/cl
* Tilening V2 Part 2: KrysonWood Edition
* Tilening V2 Part 2: KrysonWood Edition
Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Removes ComponentInitialize()
* Fixes a leftover merge conflict marker
* Fixes the oversight that came from the upstream merge skew
* Fixes all of the instances where we used ComponentInitialize() when we shouldn't've been
* Fixes CI being broken because of the HEV suits
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.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>
* Add chance for maintenance crate and closet spawners to be open (#68851)
* Add randomized open state for crate spawners
* Add chance for empty closets to spawn open
* Add chance for maintenance crate and closet spawners to be open
Co-authored-by: Tim <timothymtorres@gmail.com>
* 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>
* Pointing at something on yourself now shows the item (#68642)
Why It's Good For The Game
Further reducing reliance on reading the chat box. Previously it wasn't obvious someone pointing at themselves was pointing at something on them, and not just, them.
Changelog
cl
qol: Pointing at something on yourself now shows the item.
/cl
* Pointing at something on yourself now shows the item
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Poster Pack 2 - Beyond Posters (#68235)
Adds a new selection of posters, poster-like objects, and wall decorations.
New entirely with this PR, shipping containers! These sprites were adapted from a base from TGMC, with brands and designs more fitting to our universe here on TG
Another new addition, flags! These draw upon Common Core lore, representing several major factions from the lorebase as a new mapping tool
Finally, there are two interactive wall objects- wall clocks, and calendars:
The wall clock shows both the "real time", represented as the Earth time, or Treaty Coordinated Standard Time, and the station time, represented as the local time, or Coalition Standard Time
The calendar gives the in-universe date, as well as any active holidays
Why It's Good For The Game
This adds a lot of fun aesthetic additions that I think will benefit our mapping team in creating new spaces and breathing new life into older ones. Additionally, it helps make our Common Core lore a bit more tangible to the playerbase, bringing it away from being "just on a wiki" and into the game proper.
A whole host of new posters have just become available.
For the architects among you: a number of new aesthetic options are available for mapping with. Let your creativity free!
* Poster Pack 2 - Beyond Posters
* add to dumb modular file
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes some cases which references are used in trait sources, potentially causing hard deletes (#67974)
About The Pull Request
Fixes some cases in which actual references were used in trait sources instead of keys (or ref() keys).
This can cause some rare and difficult to find hard deletes.
Trait sources should be a string key relating to the source of it, not an actual reference to what added it. References within trait sources are never handled in Destroy(), because it's not expected behavior, meaning it can cause hanging references.
So, I went through with a regex to find some cases and replaced them.
I used the following and just picked through the few by hand to find erroneous ones.
ADD_TRAIT\(.+, .+, [a-z]+\)
REMOVE_TRAIT_TRAIT\(.+, .+, [a-z]+\)
Why It's Good For The Game
Less hard deletes, probably.
Changelog
cl Melbert
code: Some traits which mistakenly were sourced from a hard reference are no longer.
/cl
* Fixes some cases which references are used in trait sources, potentially causing hard deletes
* wew
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Landmark Opportunities - In them their OBJ_LAYER hills (#67996)
Hey there,
Landmarks were in the `TURF_LAYER`... layer, so that means you would see bizarre stuff like this in mapping:
Really obtuse to have everything, and I do mean everything, just be on the same layer of the turf just due to how often stuff gets covered up and left behind. So, I decided to make every single landmark (except for the jobstart ones, which were already on `MOB_LAYER`) to the `OBJ_LAYER` layer. This looks a lot better to my eyes, and the results speak for themselves:
* Landmark Opportunities - In them their OBJ_LAYER hills
Co-authored-by: san7890 <the@san7890.com>
* Adds the Active Sonar mod to the game. (#67828)
Adds the Active Sonar Module to the game, a module which lets you see the locations of living creatures within a 9 tile radius.
It can be attained by researching Security Modules, and then printed like any other module.
It takes 3 complexity to house, has a 25 second cooldown, and takes a good amount of energy to use.
* Adds the Active Sonar mod to the game.
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Re-adds freeform/purge boards to all AI uploads, removes from spawners (#67915)
Re-adds the freeform boards to an open table in all the AI uploads, re-adds the purge boards to the harmful table in all uploads, and removes them from their associated spawners so that all stations have them as roundstart guaranteed spawns.
* Re-adds freeform/purge boards to all AI uploads, removes from spawners
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Rename "Delimber" anomaly to "Bioscrambler" anomaly. (#67886)
Renames all occurrences of "delimber", "delimber_anomaly", "delimbering", etc. to "bioscrambler", "bioscrambler_anomaly", and "bioscrambling", etc.
* Rename "Delimber" anomaly to "Bioscrambler" anomaly.
Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds dark variants of red, breen, blue and black turf decals. (#67578)
* Adds dark variants of red, breen, blue and black turf decals.
Co-authored-by: Jakksergal <minecraftbill@gmail.com>
* Adds steam vents to maintenance, adds some flavor to maintenance. (#66915)
* Steam Vent Challenge (Do not meme)
* Fixes icebox, I think
* Changes to how smoke behaves appears to have removed the need for the opacity setting on the vent. Sounds.
* Mapmerge sama please
* Adds signal system, crafting recipe, and some basic crafting organization.
* Potential fix
* Apply suggestions from code review
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* makes changes thanks anturk
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* Adds steam vents to maintenance, adds some flavor to maintenance.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Removes (in) smoke and foam reactions (#67270)
* Removes smoke and foam reactions
Turns out when you let reagents react in foam/smoke, people put bombs in
them.
This behavior was initially added to just smoke, accidentially in
(56f7ac0c0a) accidentialy (thalpy tried to
make both foam and smoke instant react, but instead made smoke's temporary
holder reagent instant instead. hhhhhhh)
Assuming this was intentional it was then extended to foam in
(1879e2d338)
Basically, we're idiots. Anyway lets just walk this all back to instant
reaction on smoke/foam formation. Hate you people
* Removes another source of gunpowder smoke
Temporal told me about this. Gunpowder uses an ex_act signal as a
starter, and that also counts for smoke objects.
Really don't want instant detonation smoke bombs, so let's just... not
shall we?
* Removes (in) smoke and foam reactions
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes foam spreading through public airlocks and windoors (#67101)
* Fixes foam spreading through public airlocks and windoors
* nova
* Fixes foam spreading through public airlocks and windoors
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Makes smoke react to opening airlocks. (#66963)
Makes smoke spread through newly opened airlocks if the cloud has spread past the airlock, but has not completely finished spreading.
More intuitive smoke behavior.
As funny as it is to open an airlock and see nothing but a wall of smoke it's even funnier to open an airlock and suddenly be inside a wall of smoke.
* Makes smoke react to opening airlocks.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Fixes Wrong Area Pathing For Snowy Floors (#67117)
Hey there,
Apparently, these have been broken for God-knows-how-long. I decided to fix it today. Apparently, the "snowfloor" icon isn't even in decals.dmi... nor in snow.dmi... it's in _overlays.dmi_. Whatever. Someone should clean that up one day. I don't particularly care enough, I just want it fixed.
* Fixes Wrong Area Pathing For Snowy Floors
Co-authored-by: san7890 <the@san7890.com>
* [NO GBP] Jetpack and spacedrift: Fixes and niceties (#66628)
* Jetpack and spacedrift: Fixes and niceties
Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.
Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.
I neglected to add support for that, so that's what this does.
There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.
It's a bit of a mess, I'm sorry about that.
Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet
* Makes dropping a pull while drifting carry the momentum into the pulled thing\
* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs
It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.
Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not
In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.
* Adds a jetpack component, uses it to unify all three versions of
jetpacking
I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it
* Fixes jetpacks stabalizing even without fuel
This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do
* Ensures turn_off always has a user)
* Shut pu
* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags
* Removes some redundant code, cleans up some messy stuff
* Removes redundant safety checking from jetpack code
* see above
* Removes redundant signals
* [NO GBP] Jetpack and spacedrift: Fixes and niceties
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Refactors the forensics component into a datum
* Refactors the forensics component into a datum
* Refactors the forensics component into a datum
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Reduces the chance of spawning a pants altar (#66904)
* reduces the chance of spawning a pants altar
* Reduces the chance of spawning a pants altar
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>