* Fix legion dead miners not spawning species (#69622)
Fix legion miners not spawning species
* Fix legion dead miners not spawning species
Co-authored-by: Tim <timothymtorres@gmail.com>
* Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably)
* Update code/modules/antagonists/thief/thief.dm
* Update code/modules/mob/living/carbon/human/species_types/felinid.dm
* Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably)
* yes
* Update _compile_options.dm
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* The GAGening: Clothesmate edition
* ThisShouldWork
* hgnbhg
* would probably help to have the right .dmi
* fixed?
* Fuck you
Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
* [READY] Venus human trap fix 3.0: Allow ghosts to possess them even when obscured, use better spawning system
* Fixes the merge conflict!
* Fixes ghost role spawners not being covered by the ghost role spawner ban
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Nukies Rework Part....2.1? Kinda?: Gives Battlecruiser operatives the Ansem pistol, as well as some internals in their currently empty bag. (#68419)
* Gives Battlecruiser operatives the Ansem pistol, as well as populate their bags with some internals.
* Box variable
* Nukies Rework Part....2.1? Kinda?: Gives Battlecruiser operatives the Ansem pistol, as well as some internals in their currently empty bag.
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Revisiting The Goliath: Or, that time I dripped out the SBC Starfury just because (#68126)
Drips the SHIT out of the SBC Starfury while not completely overhauling it. Touches everything NOT in engineering or southward (because I love how scuffed that part is and refuse to touch it on principle) - Also converts one map varedit into a real boy subtype, and moves tiny fans to their own file.
Mandatory disclosure on the gameplay changes:
Fighters 1 and 3 are now NOT in the hangar, and are now attached to the formerly unused gunnery rooms.
Cryo now works. Yeah. I know.
You can actually open the anesthetic closet now.
Everyone now shares three spawners. This doesn't reduce the amount of people who can play when this rolls, as I've adjusted var/uses in accordance: it just reduces clutter.
A few of the horizontal double airlocks have been compacted into glass_large airlocks.
The bar windows now actually have grilles like they were meant to.
Four turbines have shown up. They aren't functional*, they just look like gunnery and conveniently fit in the spots. I'm sure this is space OSHA compliant.
The map is ever so slightly smaller, vertically. This should distance us from an edge case where somehow all space levels are too cluttered for this to spawn properly, for the time being.
*Technically there's nothing stopping you from using them besides the amount of time it'd take for the operatives to kick your ass
This map was originally designed wayyy back before we even had the computer sprites we have now, (#27760 if you want to see SOUL) and it shows. While it will never have it's SM again, we can at least make the thing much nicer to look at.
* Revisiting The Goliath: Or, that time I dripped out the SBC Starfury just because
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap (#67330)
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap
Hey there,
Have you ever been bored at your job? A job where you can't scheme something up to get you up to date? Stranded at your job? Alone at your job? Has the job ever asked you a lot of question? Like I am right now? Should I stop?
Anyways, I decided to think about it, and I remapped the Syndicate's Space Listening Post. How nice!
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap
Co-authored-by: san7890 <the@san7890.com>
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
* [MDB IGNORE] More /area/ typepath organization and cleanup
* wew
* e
* Update CentCom_skyrat.dmm
* wew
* ews
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense (#66860)
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
It was used as the parent for a lot of other small animal masks simply
because of its flags and a single proc, so i repathed it to
`/obj/item/cltohing/mask/animal/small/...` to make more sense
* adds an updatepaths
* fixes the got damned maps
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* [Ready] Hilbert Research Facility remap feat. tram (#66082)
* reworks hilbert's hotel ruin
* warooio
* you can now run multiple trams on the same z at the same time, trams are linked by id
* fuck
* sure
* you are a simulacra
* FUG
* dock
* [Ready] Hilbert Research Facility remap feat. tram
* Update mapping_fluff.dm
* Update gordon_freeman.dm
* fixes
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* [NO GBP] Resolves Golems not being allowed in the areas they created (#66000)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* [NO GBP] Resolves Golems not being allowed in the areas they created
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Block free golems from using shuttle consoles, other than to go home (#65991)
* Block golems from using shuttle consoles
* Update code/modules/mob_spawn/ghost_roles/golem_roles.dm
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Block free golems from using shuttle consoles, other than to go home
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Fixes several incorrect spider menu descriptions and automatizes the process a little bit (#65806)
* Fixes several incorrect spider menu descriptions and automatizes the process a little bit
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
* Medical Revamp: Resprites and Jumpsuit/Under Changes (#65236)
New sprites for the CMO's turtleneck/skirtleneck, paramedic jumpsuit/jumpskirt, virologist jumpsuit/jumpskirt, and chemist jumpsuit/jumpskirt
* Medical Revamp: Resprites and Jumpsuit/Under Changes
* fix
Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* Makes the Russian fugitive hunters less bad (also gives them a pet bear) (#65016)
* Makes the Russian fugitive hunters less bad (also gives them a pet bear)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Removes reference to removed starfury SM (#64758)
* Ghostroles literally crying right now
* Revert "Ghostroles literally crying right now"
This reverts commit c419bca393b96d6b20d509063f8cc33ca9e443c5.
* partial unrevert
* Removes reference to removed starfury SM
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
* Fixes spiders spawned from eggs not having a number (#64452)
When spiders are spawned, they're given a random name, however the mob
spawner name setter overwrites that... fixed that by randomizing the
name inside of the mob spawn `create` proc. Also gaves spiders an
`\improper` to stop `An a spider`
* Fixes spiders spawned from eggs not having a number
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* fixes mod devices permanently fucking up (#64237)
if you couldnt equip a device, it would drop it on the ground and fuck up being a nodrop item, fixes that
fixes the modsuit outfits not having internal slots set
adds feedback to not being able to turn on a module due to suit not being active
* fixes mod devices permanently fucking up
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* [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>