* Removes capitalisation from stasis bed name (#54680)
About The Pull Request
Makes the name of the lifeform stasis unit lowercase like all other improper nouns.
Why It's Good For The Game
Consistency, I guess
* Removes capitalisation from stasis bed name
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Assistants no longer spawn in the chapel on Pubby #54674
Assistants no longer spawn in the chapel on Pubby
* Assistants no longer spawn in the chapel on Pubby
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Removes doubled up table and duplicate holopad on meta (#54624)
* Removes doubled up table and duplicate holopad on meta
Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
* Replaces var edited mass driver machinery with subtypes (#54557)
This PR replaces var edited mass driver machinery with proper subtypes.
It also fixes the Pubby toxins pod door toggle. Turns out the mass driver control range was a few tiles too short.
* Replaces var edited mass driver machinery with subtypes
Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
* gives the icebox hermit spawn a bucket (#54559)
This PR gives the icebox hermit spawn a bucket.
* Gives the icebox hermit spawn a bucket
Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
* Out of repo maps part 1: JSON Improvements (#53663)
Replaces the map job changes code system with a JSON based one.
Added map versioning to the config JSON.
Formats map config JSONs.
* Out of repo maps part 1: JSON Improvements
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Anonymizes chapel intercom, so chaplain doesn't know who's talking. (#54476)
Adds support for radio's that anonimize the user, and adds one to every chapel.
It adds a new layer of immersion, and the option to anonizmie the speaker adds new options for mappers.
* Anonymizes chapel intercom, so chaplain doesn't know who's talking.
Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
* Shuttle tweak and fix (#54395)
Fix lavaland podding
Make lavaland pod destinations hidden
Removed unused variables from connect_to_shuttle() proc
Shuttle consoles remove old custom port id from possible destinations when connects to new shuttle
Custom ports keeps clear from unwanted numbers.
Now shuttle machinery property connects to additional loaded shuttles.
Add some docking_port register logging and safety.
* Shuttle tweak and fix
Co-authored-by: Dennok <Deneles@yandex.ru>
* Allows Main Pubbystation cargo doors to be opened with EITHER cargo or mining access (#54256)
* Allows Main Pubbystation cargo doors to be opened with EITHER cargo or mining access
Co-authored-by: tattlemothe <66640614+dragomagol@users.noreply.github.com>
* Merge pull request #54228 from msgerbs/podsnowork
Fixes pods not docking at centcomm
* Fixes pods not docking at centcomm
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Fixes a map board that was oriented the wrong way (#54180)
* Update Lavaland.dmm
* REE SPELLING
* Fixes a map board that was oriented the wrong way
Co-authored-by: FloranOtten <38219334+FloranOtten@users.noreply.github.com>
* Converts Pizza to use the new food component. (#53641)
pizzas now use processing component
* Converts Pizza to use the new food component.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* Hilbert's Hotel Bag of Holding is now a raw bluespace anomaly core with an accompanying inert bag. (#54194)
Swaps out Hilbert's Hotel Bag of Holding with a raw bluespace anomaly core with a matching inert bag of holding.
Tweaks various pixel_x and pixel_y values to place items more aesthetically on the tables.
* Hilbert's Hotel Bag of Holding is now a raw bluespace anomaly core with an accompanying inert bag.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes cold room and freezer air alarms (#54210)
Cold room air alarm no longer wants to be at -60C, now has more reasonable temp thresholds set for the -14C default freezer temp (only meta uses this currently). Also replaces the meta medbay freezer with the cold room air alarm subtype.
Air alarms going off by default is bad.
* Fixes cold room and freezer air alarms
Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
* Brings back the Disco Inferno shuttle, but as an admin-only shuttle (#54003)
* Brings back the Disco Inferno shuttle, but as an admin-only shuttle
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune (#53975)
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune
* Add stasis beds
* Fix forcefields going away, leading to hull breaches
* Use set instead of list
* Use subtype for forcefield walls
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Adds Uncle Pete's Rollerdome, a replacement for Disco Inferno (#54145)
* Adds Uncle Pete's Rollerdome, a replacement for Disco Inferno
* Adds Uncle Pete's Rollerdome, a replacement for Disco Inferno
Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
* Completely FIX Hilbert's Hotel and its associated ruin to the game. (#53830)
Reverts the removal in #53790.
Broken in #53586.
Because turfNumber++ must be incremented on turf, not on every ATOM it
EVERY TURF, and anyway it don't trigger since first turfs don't have
atoms in it.
Fix#53794, Hilbert's Hotel peephole runtime.
Fix#53795, hhmysteryRoomNumber generates only once.
* Completely FIX Hilbert's Hotel and its associated ruin to the game.
Co-authored-by: Dennok <Deneles@yandex.ru>
* Some minor fixes to Meta's permabrig. (#54088)
* fixes up Meta's permabrig
* replaces the station intercom in the garden with a prison intercom
* Some minor fixes to Meta's permabrig.
Co-authored-by: sergeirocks100 <31294280+sergeirocks100@users.noreply.github.com>
* Merge pull request #54049 from kriskog/auxbase
Adds separate aux base access
* Adds separate aux base access
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Merge pull request #54055 from Fikou/randommaps
fixes a few map issues
* fixes a few map issues
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Merge pull request #54024 from nightred/rdconsole
IceBox Fixes for RD and Xeno
* IceBox Fixes for RD and Xeno
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Medbay Rework and Plumbing for Pubbystation (#53936)
* plumbing for pubby
Rework of pubby's medbay to include plumbing
* final fixups
* replace viro pen vents for xenos + cameras
Adds back vent/scrubbers to the viro monkey pen for xenos/ventcrawlers
Fixes duplicate camera name
* requested tweaks and decal cleanups
move runtime, clean up decals, add medbay door control, society saved with warning posters
* travis is unhappy - fix monkeys
* Medbay Rework and Plumbing for Pubbystation
Co-authored-by: Maurukas <66576896+Maurukas@users.noreply.github.com>
* Fixes for Syndicate Forgotten Ship (#53832)
* Fixes missing implant on Syndicate Ship Captain:
Syndicate Ship Crew Members have their implants. There are 2 boxes of syndicate firing pins in captains locker, but captain can't use them. This change fixes that. Captain had implant initially, but it was removed accidentally in #50597
Fixes spare magazines spawned in lockers:
Captain has 2 mags for APS instead of 9mm mags in their locker.
Crewmembers have 9mm mags instead of 10mm mags.
10mm ammoboxes replaced with 9mm.
Why do we even have 10mm mags, if crew spawns with makarov and captain spawns with APS.
* Fixes for Syndicate Forgotten Ship
Co-authored-by: antropod <antropod@gmail.com>
* Icebox the Xeno update (#53789)
* Multiz Xeno
* Doubled Cables
* better exterior
* wording and touchup
* fixed up merge conflict
* merged in changes
* merged in ya
* got the areas wrong
* forgot markers
* Cleaned up some issues
* rd clean up
* Icebox the Xeno update
Co-authored-by: NightRed <nightred@gmail.com>
* Fixes mapstart and random arcade machines (#53958)
Randomly generated arcade machines were getting random boards and initing properly, but they weren't re-built as the appropriate subtype.
This oversight has been remedied. A new subtype has been created for random arcade machines which exists purely to pick a random circuit then create a machine from that circuit's build path before returning that it should be qdel'd.
This new subtype has been appropriately regex find-and-replaced into all maps.
* Objectify
* Fixes mapstart and random arcade machines
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Gives Public Mining on Icebox an Elevator, and just a TON of lift fixes so they're viable to map with. [MULTI-BEE] [:pslime: in the chat] (#53728)
add: Icebox now has an elevator! I just took the trousers of every shaft miner to batter town, word.
* Gives Public Mining on Icebox an Elevator, and just a TON of lift fixes so they're viable to map with. [MULTI-BEE] [:pslime: in the chat]
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Rebalances space loot and space exploration (#53916)
* Rebalances space loot and space exploration
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Cleans up Icebox wires, pipes, atmos turfs (#53873)
Removed far to many doubled or even tripped wires, a hidden scrubber, special turf with custom atmos out of place, and far to many /obj items just hanging around in science.
* Cleans up Icebox wires, pipes, atmos turfs
Co-authored-by: NightRed <nightred@gmail.com>
* Chess, Sofas & Shutters - Furniture Update (#53861)
About The Pull Request
A series of changes bulked together to give players and mappers a little more freedom in their builds to make things look nicer.
Chess:
• Introduces a bunch of jumbo chess pieces that are craftable in-game. Sprites are my own.
Shutters
• Defines 100 integrity for the shutters and gives them an armor block so they don't inherit their stats from blast doors. This means shutters will no longer be just a reskinned blast door.
• Redid the sprites for the shutters. They now animate much smoother and look like normal slanted shutters. Their blinking light once animating is also easier to see.
• Added the window shutter; this is a normal shutter with a window so you can always see past it. I've used it in prisons and on armouries in the codebase I'm from to allow officers to see into the areas shutters are protecting, giving the area additional protection of having someone being able to look into it.
• Added radiation shutters. Maintainers feel free to question this. Through extensive experimentation, any rad insulation value between 0 and 1 does pretty much nothing to radiation. Numbers higher than 1 start multiplying it, negative numbers start reducing it. This will stop the radiation from a supermatter irradiating you only if you stand behind it. If you're not covered by the shutters or the shutters are open, they won't protect you at all. They also have their own sprite with a radioactive hazard symbol.
• Added the rad shutters to in-rotation maps on their supermatter engines and the windowed shutters to Metastation armoury.
Sofas
• Introduces the corporate sofa. A sleek grey sofa. The original sprite I ported from Hyperstation's files. I'm not sure where they got the sofa but I was told it was Eris. I didn't see it there but I didn't look super hard. I've updated the sprites on it to work with armrest sprite overlays.
• Ports the sofa sprites from Cit and the armrest sprite overlays. They look nicer than awkwardly floating over the sofa. The sofas are the same, they're just moved a little for the armrest to work.
• Makes the new corporate sofa craftable.
* Chess, Sofas & Shutters - Furniture Update
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>