* Adds The rest of the lipstick colours to cosmetics.dm (#73849)
## About The Pull Request
I noticed while working on a feature for a downstream, that three of the
lipstick colours weren't actually seperate items, so this PR just adds
those three so they can be spawned in by admins.
## Why It's Good For The Game
It lets admins spawn more colours of lipstick for costuming, also good
for downstreams that might want to make lipsticks buyable.
## Changelog
🆑
add: Adds the rest of the lipsticks to the cosmetics.dm
/🆑
* Adds The rest of the lipstick colours to cosmetics.dm
---------
Co-authored-by: Moth-lantern <122066083+Moth-lantern@users.noreply.github.com>
* Fix lung stirfry to use a bowl and non-cybernetic lungs (#73687)
🆑 coiax
fix: Tiziran lung stirfry now correctly uses a bowl in its construction,
and is left over after eating. It also can only be constructed with
organic lungs, because cybernetic lungs don't fry as well.
/🆑
Sprite has a bowl, but no bowl involved in the crafting or left behind.
Using cybernetic organs also seems like an oversight, given the whole
"lizards love the raw meat" vibe they have with Tiziran food.
* Fix lung stirfry to use a bowl and non-cybernetic lungs
---------
Co-authored-by: Jack Edge <yellowbounder@gmail.com>
* Fixes several issues with the rapid lighting device, lights not actually emitting light and glowstick mode not working when its dark. (#73846)
## About The Pull Request
Fixes: #73844
RLD's now have a default light color so they will work out of the box,
and setting the light color to white doesn't result in the light color
on produced lights being set to null anymore.
I'm not certain if the glowstick thing is a bug so give me a heads up if
its not and I'll change it to balance but it seemed weird to me that the
glowstick mode was unusable in the dark so it is now usable, this also
impacts floor lights but wall lights worked in the dark already.
## Why It's Good For The Game
Bugfix good.
## Changelog
🆑
fix: Rapid lighting devices can now have their color set to #ffffff and
the resulting lights will now function.
fix: Rapid lighting devices will now default its set color to white when
created instead of trying to produce colorless lights.
fix: The rapid lighting device can now be used in the dark when
producing glow sticks or floor lights.
/🆑
* Fixes several issues with the rapid lighting device, lights not actually emitting light and glowstick mode not working when its dark.
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Fixes some invisible inhands from the transforming component (#73807)
## About The Pull Request
The original issue caused by #70037
Esword issue caused by #73716
Originally the transforming component did not override the inhand icon
state of the the item on its own (instead putting the onus on the item
itself if they wanted unique behavior). It was changed to always update
inhand icon state, most of which don't have one
I don't really like this fix, it should be explicit "I want inhand to
change" and not default, but this will work for now
Also the PR that fixed the Jaws issue didn't actually set the var they
created
Fixes#73805Fixes#73711 (Actually)
## Why It's Good For The Game
Invisible sword bad
## Changelog
🆑 Melbert
fix: Fixed a eswords, some tools, and some other misc. items from being
invisible while extended / active
fix: Teleshields and other misc items not extending in hand when active
fix: Switchblades click on extend again
fix: Pendrivers click on extend
/🆑
* Fixes some invisible inhands from the transforming component
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes bread dog butchering producing error bread and adds some warnings to bread that shouldn't appear in-game. (#73783)
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/73765
Also adds some warnings and description to bread/breadslice so you can
more easily notice that something is wrong.
Not much to discuss i think.
## Why It's Good For The Game
You can get normal bread from butchering bread dog. And potentially less
issues with bread in future.
## Changelog
🆑
fix: fixed butchering bread dog spawning error bread.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Fixes bread dog butchering producing error bread and adds some warnings to bread that shouldn't appear in-game.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Fixes another instance of fortnite gaming on SS13 (#73770)
🆑 Iamgoofball
fix: You can no longer fortnite with glass sheets
/🆑
---------
Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>
* Fixes another instance of fortnite gaming on SS13
---------
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>
* Refactor egg to chick logic into component (#73537)
Refactored how eggs growing into chicks is implemented, and
how the number of chickens and chicks are tracked. It's now possible for
admins to make anything into an egg.
- Instead of the "fertility" of an egg being whether or not it's
processing (along with the ugliness of adding a variable to a item
defined in another file), fertile eggs are now implemented via
components.
- The number of chickens in the world, and the number of chicks hatched
from egg throwing are now global variables, rather than static variables
on the class.
I've tried very hard to keep these changes completely feature freeze
compatible, any variation in the old behaviour is non-intended (at this
point).
* Refactor egg to chick logic into component
---------
Co-authored-by: Jack Edge <yellowbounder@gmail.com>
* Fixes wrong inhand icon state for jaws of life (#73716)
## About The Pull Request
Fixes#73711
## Why It's Good For The Game
## Changelog
🆑
fix: fixed missing inhand icon state for jaws of life
/🆑
* Fixes wrong inhand icon state for jaws of life
---------
Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
Buff scythes, goats, and plantbgone vs PLANT biotypes (#72889)
This buffs scythes, goats, and plantbgone vs PLANT biotypes:
- Scythes now deal x1.5 damage to venus flytraps (3 hits to kill)
- Scythes now target the flower bud vines
- Goats now target flower bud vines and deal 15 damage to PLANT biotypes
- Goats have a eating sound whenever they bite PLANT biotypes
- Plantbgone now does 2 dmg per unit to PLANT biotypes (10 dmg per
spray)
- Plantbgone now has a 75% chance to remove weeds and deals large damage
to flower buds
- Weed control crates now come with a pair of leather gloves
- Golems are immune to thorn effects
- Any kind of thick glove material will prevent thorn effects when
attacking
- Flower buds will now take x4 damage from fire and sharp weapons
(unless they have fire trait)
- Regular scythes are now a sharp object
Also this fixes a few runtimes with spacevines and nulls. The bane
element now accepts `mob_biotypes` bitflags as an argument.
Before my changes:
- Plant-b-gone was doing 0.4 dmg per unit to PLANT biotypes (2 dmg per
spray)
- Scythes took 5 hits to kill venus flytraps
- Goats only affected podpeople
- Flower bud vines were being ignored by weed killing code
- Plantbgone only had a 50% chance to remove weeds (and this was very
inconsistent due to RNG)
- Botanical gloves and thick gloves didn't protect from thorns
- Golems were getting pierced by thorns despite having pierce immunity
- Flower buds were not taking the x4 damage like they should have been
- Regular scythes were not a sharp object, but other scythes
(chaplain's, megafauna loot) were sharp
This makes the weed killer crate more effective since people were
complaining about it being worthless vs vines and flower buds. These
changes give people more options to respond to threats vs plants.
🆑
add: Add a pair of leather gloves to weed control crate
balance: Mobs with the PLANT biotypes (venus flytraps, pod people,
killer tomatoes) are now much weaker vs scythes, goats, and plantbgone.
balance: Plantbgone is now more effective at destroying weeds.
balance: Regular scythes are now a sharp object
fix: Fixed scythes, goats, and plantbgone not affecting flower bud
vines.
fix: Thick and botanical gloves not protecting from thorns
fix: Golems not having pierce immunity from thorns
fix: Runtime where vines tried to spread into null turf
fix: Runtime where null vines that were destroyed were trying to spread
to nearby turfs
soundadd: Add eat food sound when goats eat plants
code: Improved goat targeting code
code: The bane element now accepts `mob_biotypes` bitflags as an
argument.
/🆑
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Refactors the Nuclear Authentication Disk's Lone Op Behavior Into a Component, + Examine Message (#73453)
## About The Pull Request
### Refactor
Turns all the behavior for the nuke disk raising lone op probability
when unsecured into a new component, the "Keep Me Secure" component. As
an example (and really, I made it to test that the component was
actually working), there is a new admin plush called the "whiny plushie"
that will change icon depending on whether it is secure or not. Useful!
### Examine
I also added an examine message. Will explain below
## Why It's Good For The Game
The examine message was really what this entire pr's purpose was really
for.
>
[Capsandi](https://tgstation13.org/phpBB/memberlist.php?mode=viewprofile&u=7767)
wrote:
[↑](https://tgstation13.org/phpBB/viewtopic.php?p=665827#p665827)Wed Feb
15, 2023 2:42 pm
Someone needs to pr some sort of indicator as to whether the disk is
'secure' or not so players who don't know about the niche lone op
mechanic won't make the same intuitive assumption (though swat has been
trolled for putting it in the safe before).
I agree with this for the same reasons I did #73016 so I'll restate the
point with it here: A piece of banning a captain recently was that they
didn't secure the disk, but there is no indication in game that the disk
has special condiitons that trigger lone op, just that it should be kept
safe (which yeah, nuke ops want it). I'd rather remove the ambiguity of
a captain knowing this mechanic or not for the sake of the game, a
single examine for it is harmless
I'm considering this administration, not a feature. If maints want me to
take it out and have this be refactor only, that's fine with me
## Changelog
🆑
refactor: Refactors how nuclear activation disk works. Shouldn't notice
a whole lot but if you do, it might be because of this.
admin: Disk now has an examine message for whether it's secure or not,
to make it less ambiguous for players.
/🆑
* Refactors the Nuclear Authentication Disk's Lone Op Behavior Into a Component, + Examine Message
---------
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Make glass and bone knives not conduct electricity and shocks from grille (#73679)
## About The Pull Request
Just making shivs more consistent with what is expected. It's weird when
glass shard allows you to smash grille connected to power while shivs
made out of glass dont. Extended to bone knives for the same reason.
## Why It's Good For The Game
Immersium
## Changelog
🆑 Remuluson2
fix: After pressure from Nanotrasen, Space Wizard Federation made glass
and bone knives non-conductive again.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Make glass and bone knives not conduct electricity and shocks from grille
---------
Co-authored-by: remuluson2 <remuluson2@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
* Teleport scroll charges cannot be bypassed via clicking the action button (#73653)
## About The Pull Request
Teleport scrolls would only deplete a charge if used in hand, however
their implementation actually granted you the spell as an item action
which you could use by hitting the action button, This would not deplete
a charge, and had no cooldown whatsoever.
The action button is convenient and should stay, but I modified the code
so that instead of depleting a charge when clicked it depletes a charge
when the spell contained by the item successfully casts.
I also changed the order of operations slightly in `spell/after_cast`
because using the signal to delete the scroll would also delete the
spell (sensibly, it should clean up after itself) before the last cast
could make smoke, which was sad.
## Why It's Good For The Game
On live the teleport scroll gives all wizards _and_ apprentices the
teleport spell with absolutely no cooldown and infinite usage, which is
probably not intended.
## Changelog
🆑
fix: Using a teleport scroll will deplete a charge regardless of whether
used in-hand or by pressing the action button.
/🆑
* Teleport scroll charges cannot be bypassed via clicking the action button
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* [no gbp] dismantling an unplaced wallframe will now make a wrench sound (#73589)
## About The Pull Request
Dismantling an unplaced wallframe will now make a wrench sound.
## Why It's Good For The Game
Using a wrench almost always makes the wrench noise. Having that noise
not play when you wrench something feels very weird.
## Changelog
🆑
soundadd: dismantling an unplaced wallframe will now make a wrench sound
/🆑
* [no gbp] dismantling an unplaced wallframe will now make a wrench sound
---------
Co-authored-by: kawoppi <94711066+kawoppi@users.noreply.github.com>
* Basic Mobs can be healed using medical items (#73556)
## About The Pull Request
The generic medical stacks items sutures, bruise packs, aloe, and
poultices can be used to heal simple mobs but not basic mobs.
This seems to just be an oversight rather than an intentional change.
Currently simple mobs have a kind of ugly "can be healed" var on them
which I am going to assume we don't want to copy over to basic mobs. I
can remove about 3/4 of the mobs who set this by filtering by biotypes
instead which should cover most basic mob conversions.
The only mobs I can find with `BIOTYPE_ORGANIC` and `can_heal = FALSE`
are heretic monsters, slimes, slaughter demons, and Morph. Some of those
could reasonably be fixed by changing their biotypes, and most of the
others it's... probably fine to be able to heal with sutures anyway?
Really the only outlier is probably not wanting Slaughter Demons to be
healing themselves with bruise packs. Sort of a future problem, and not
a big one.
Also while I was there I continued my mission to desoul every proc I
touch by turning error messages into balloon alerts (the heal success
notification can stay though, that seems like relevant information to
log for everyone nearby).
## Why It's Good For The Game
This is behaviour these mobs used to support and was accidentally
dropped. It maintains consistency and is how you expect these items to
work.
## Changelog
🆑
fix: Restores lost behaviour to heal Ian with sutures. Or giant spiders,
if you want to do that for some reason.
/🆑
* Basic Mobs can be healed using medical items
* Update code/game/objects/items/stacks/medical.dm
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Corrects blocked limb balloon alert for borg hyposprays (#73632)
## About The Pull Request
Fixes#73631
## Why It's Good For The Game
Reads better
## Changelog
🆑
fix: Borg hypospray will correctly tell you the name of the limb that is
blocked when trying to inject into a blocked limb.
/🆑
* Corrects blocked limb balloon alert for borg hyposprays
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Adds checkgrep for improper or missing atom Initialize args (`mapload`) (#72846)
## About The Pull Request
Adds a grep for atom initialize overrides which does not include mapload
Regex used
`^/(obj|mob|turf|area|atom)/.+/Initialize\((?!mapload).*\)`
Also replaced some space indentation with some tab indentation in some
other greps

## Why It's Good For The Game
See #69107, #61759, #61623
## Changelog
No player facing changes
* Missed by #8374
* Add (mapload) to a //Skyrat Edit so that it passes
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Refactors lizard fake canned food into real canned food (#73469)
## About The Pull Request
/obj/item/food/canned_jellyfish, /obj/item/food/desert_snails, and
/obj/item/food/larvae are now all /canned subtypes. All this means is
that to eat them, you use them once, and now they drop an empty tin
rubbish item.
## Why It's Good For The Game
Making fake false versions of real types that exist is such a pet peeve
of mine, we recently had a bug from it where the snails would go bad.
But even with that fixed you're just chomping the container of snails
and it's not the same behavior as all the other cans
grumgrugmrg I FIXED IT.
## Changelog
🆑
refactor: Lizard related canned food now acts like canned food
/🆑
* Refactors lizard fake canned food into real canned food
* updates all the modular canned stuff
* desert_
---------
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Don't reregister PDA signals we already registered (#73525)
## About The Pull Request
Fixes#73102 by removing an apparently purposeless proc.
I'll be honest I have been staring and staring at this proc and have no
idea what problem it is supposed to be solving and it looks kind of like
nonsense, a victim of refactors maybe?
So here's what it was doing:
When you place an ID card into a PDA we register to the "moved" signal.
When the PDA is moved we first check if the PDA's old location was a
PDA. First head-scratcher, when would that be true? Was there a point
where PDAs could be nested, back when they were tablets? Doesn't seem to
be possible now.
We then unregister the other signals we registered when setting up this
proc, but _only_ if it was previously inside a PDA.
Then we check if the source of the signal exists, which is also
confusing but I _guess_ maybe something else listening to the move
signal could have deleted it before we got here?
The source of the signal of course continues to be the PDA we registered
signals to. We only unregister those signals if it was previously
somehow inside of a different PDA. We then re-register the signals we
already registered on it, causing a warning runtime because we're
registering a signal we already registered.
Sure enough, the warning is telling us that we're just doing the same
thing twice for as far as I can tell, absolutely no reason.
As far as I can tell this proc... doesn't do anything _except_ runtime?
It's full range of possible behaviour is to register some signals we are
already registered to. So I fixed the bug by deleting it.
If there's some edge case behaviour related to putting PDAs inside other
PDAs which I am missing here, or I have misunderstood this code somehow,
let me know.
## Why It's Good For The Game
We shouldn't runtime every time you move your PDA around.
## Changelog
🆑
fix: Removes a runtime error caused by moving your PDA between slots.
/🆑
* Don't reregister PDA signals we already registered
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Optimize cardboard cutouts saving 1.5s+ on init times (#73404)
New regression in init times. Closes
https://github.com/tgstation/dev-cycles-initiative/issues/32. CC @ Fikou
- Instead of creating a human and icon for *every* cardboard cutout when
initialized, only creates the one we're actually using. When you're
about to use a crayon, creates all of them.
- Instead of using getFlatIcon, uses appearances directly.
* Optimize cardboard cutouts saving 1.5s+ on init times
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fix eating the bowl when eating poke (#73524)
🆑 coiax
fix: Eating fish and meat poke bowls no longer consumes the bowl, just
the food inside.
/🆑
## Why It's Good For The Game
Those bowls are made out of glass in the protolathe, they can't be good
for you to eat. Also, soups leave the bowl behind.
* Fix eating the bowl when eating poke
---------
Co-authored-by: Jack Edge <yellowbounder@gmail.com>
* Fixes valentines breaking highlander (#73519)
## About The Pull Request
fixes#73450
Highlander checked special roles instead of antag datum for its
abilities, special role is set to the last antag you were so becoming
valentines (or anything else for that matter) broke it
## Why It's Good For The Game
Bugfix
## Changelog
🆑
fix: Valentines and other antags no longer break highlander
/🆑
* Fixes valentines breaking highlander
---------
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* [No GBP] Minor Food Tweaks (#73499)
## About The Pull Request
This PR will tweak some of my foods and others to make them a little
less excessive or to buff them a little.
Meatloaf takes 2 meat slabs instead of 3. It felt pretty excessive to
use 3.
Ribs and meat clown now use /obj/item/food/meat/steak instead of
/obj/item/food/meat/steak/plain. This allows custom downstream steaks to
also be used for ribs, instead of only vanilla upstream ones
Truffles and peanut butter cups use 2 of their filling ingredient
instead of 5. 5 felt excessive.
Moved calzones to the pizza crafting menu
Adds the meat foodtype to meat pierogis and removes the dairy foodtype
(wow)
Increases the nutritional value of french toast
Beef stroganoff uses 2 units of salt/pepper instead of 5
Removes sugar from granola bars to make them less complex to make
## Why It's Good For The Game
Re-balancing certain foods to make them simpler or more worthwhile
encourages people to make them =)
## Changelog
🆑
qol: Tweaked around some foods to make them easier to make
/🆑
* [No GBP] Minor Food Tweaks
---------
Co-authored-by: MidoriWroth <kodyman@att.net>
* Fixes health analyzers checking for missing stomachs and tongues (#73421)
## About The Pull Request
Healthanalyzer's check for missing tongues and stomachs were incorrect.
They only printed the message for those organs if the target's species
lacked them, and the organ was missing as intended (examples: abductors
for stomachs, cardboard golems for tongues). This PR fixes this, and the
healthanalyzer will only complain about the lack of those organs, if the
targets are supposed to have them in the first place.
## Why It's Good For The Game
It is good to be told that your patient is missing a vital organ or two
before booting them out of medbay.
## Changelog
🆑
fix: Health analyzers will properly report missing stomachs and tongues
/🆑
* Fixes health analyzers checking for missing stomachs and tongues
---------
Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Makes Shake() proc work (#73480)
## About The Pull Request
Fixes#72321Fixes#70388
The shake proc didn't work and hasn't for ages.
I remember it having worked at some point, but it was quite a long time
ago.
I cannot guarantee that the end result here is the same as it was, the
reason here being that I have no idea how this proc ever worked in the
first place. My limited understanding of the `animate` proc implies that
the previous implementation as written would never have acted as you
would expect it to, but clearly at some time in the past it did work. A
mystery.
As a result of the previous, possibly because the proc never _did_ work
as expected and just did something which looked vaguely correct most of
the time, both the default values and the values people were passing
into this proc were completely ridiculous.
Why would anyone ever want to pixel shift an object with a range of _15_
pixels in all directions? That's half a full tile! And why would you
want it to do this for 25 seconds?
So I also changed the values being passed in, because you really want
pretty small numbers passed into here most of the time.
Here's a video of everything that vibrates:
https://www.youtube.com/watch?v=Q0hoqmaXkKA
The exception is the v8 engine. I left this alone because it seems to
try and start shaking while in your hands, which doesn't work, and I
don't know how to fix that. This has potentially _also_ never worked.
## Why It's Good For The Game
Now you can see intended visual indicators for:
- Lobstrosities charging.
- Beepsky being EMPed.
- The Savannah Ivanov preparing to jump.
- The DNA infuser putting someone through the spin cycle.
- The mystery box admin item I had no previous idea even existed (fun
animations on this one).
- Anything else which wants to use this proc to create vibrating objects
in the future.
## Changelog
🆑
fix: Lobstrosities and Tarantulas will once more vibrate to let you know
they're about to charge at you.
fix: The Savannah Ivanov will once more vibrate to let you know it's
about to jump into the air.
fix: The DNA infuser will now vibrate to let people know that it's busy
blending someone with a dead animal.
/🆑
* Makes Shake() proc work
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Stunbatons can now only be used during Red Alerts (#73492)
## About The Pull Request
This prevents stunbatons being turned on to full stun mode if the
station is not in a red alert emergency.
## Why It's Good For The Game
The decision to limit the use of stunbatons in TGStation to red alert
emergencies is due to the general degradation of the melee combat design
space in the game. The stunbaton's ability to stun and knock down
opponents with ease has made it the go-to weapon for many players,
leading to a lack of diversity in melee combat strategies.
This over-reliance on stunbatons has made other melee weapons, such as
knives or clubs, obsolete in many situations. This not only limits
player choice but also reduces the overall challenge and fun of melee
combat in the game.
By restricting the use of stunbatons to red alert emergencies, players
are encouraged to explore other melee weapons and develop new
strategies, making the game more engaging and challenging. It also
ensures that the use of stunbatons is reserved for critical situations,
making combat encounters more meaningful and immersive.
## Changelog
🆑 oranges
add: Stunbatons now require a red alert to activate stun mode
/🆑
* Stunbatons can now only be used during Red Alerts
---------
Co-authored-by: oranges <email@oranges.net.nz>
* Made assembly bombs unable to multignite (#73446)
Added stack traces for multignition events
Also moves the tank procs into the tanks file from bomb because I can
and I hate the previous organisation
* Made assembly bombs unable to multignite
---------
Co-authored-by: oranges <email@oranges.net.nz>
* Fixes runtime with mime kissing (#73394)
## About The Pull Request
Not all living mobs have a reagent datum, but you can kiss all living
mobs.
## Changelog
🆑 Melbert
fix: Fixed a runtime from mime *kissing silicons and simplemobs.
/🆑
* Fixes runtime with mime kissing
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes A-Formal coat into our SR basetype (and removes ugly xmas coat)
* Few fixes and formatting things
* Move Bartender and HoPFormal to Skyrat
* Move Narsie/Ratvar coats to Skyrat, remove unused armored variants
* Move christmas coats to Skyrat
* Tosses obsolete HoPFormal (We have a HoP coat that's updated now)
* Syndie coat to skyrat subtype, assorted cleaning, rename
* oopsies
* Does checklist, adds todo notes for upcoming sorting, removes politics
* whoops
* tiny formalcoat sprite update per Hal
* Fix Tiziran canned goods from being eaten by ants (#73401)
Because these canned goods didn't inherit from /obj/item/food/canned,
they didn't inherit the imperishable nature. Ideally in the future,
they'll inherit properly from that, but they'll need trash and open
sprites to make that happen.
Until then, let's just make the goods non-perishable.
🆑 coiax
fix: Tiziran canned goods no longer decompose into mush.
/🆑
## Why It's Good For The Game
Inconsistent that canned goods would turn to mush if left on the ground.
Doesn't happen to other (non-opened) canned goods.
* Fix Tiziran canned goods from being eaten by ants
---------
Co-authored-by: Jack Edge <yellowbounder@gmail.com>
* Fix extinguisher switch range, changing the delay on using it with a chair or something (#73403)
Blocks compilation on newest BYOND
## Changelog
🆑
fix: Using a fire extinguisher with a chair now properly
does...something with how fast you move I think it makes you slower
/🆑
* Fix extinguisher switch range, changing the delay on using it with a chair or something
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Remove NTNet from doors (saves 0.2s of init) -- Fixes windoors not working with remotes, and balloons them (#71735)
## About The Pull Request
Removes NTNet from doors. NTNet as a whole is getting excised, but this
was an enormous cost to initialize. Was only used for door remotes, so
just changes them to act on the door directly.
Windoors were supposed to be controllable, but were broken at some point
to always display an error message in chat.
Closes https://github.com/tgstation/dev-cycles-initiative/issues/3
## Changelog
🆑
fix: Door remotes now open windoors again.
qol: Door remotes now use balloon alerts for failures.
/🆑
(cherry picked from commit db2566f44d)
# Conflicts:
# code/game/machinery/doors/airlock.dm
* Update airlock.dm
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Fixes exosuit board sprites (#73332)
## About The Pull Request
Any circuit board whose icon state is not "circuit_map" (others dont
have gags) dont have gags applied to them
## Why It's Good For The Game
Fixes#71332
## Changelog
🆑
fix: Any circuit boards with custom sprites now actually use that sprite
/🆑
* Fixes exosuit board sprites
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Add investigate_deaths (#71112)
## About The Pull Request
Adds INVESTIGATE_DEATHS, an investigate category intended to better show
causes of death.


Also makes suicide_act take a `mob/living` as an argument instead of a
`mob`, and some minor style improvements since apparently I hate
atomicity.
## Why It's Good For The Game
Inspired by a mysterious death and dusting. More logging and leads for
admins investigating deaths.
Also fixes#59028
## Changelog
🆑 Tattle
admin: added investigate deaths to shed some more light on unusual
demises, dustings, and gibbings
/🆑
Co-authored-by: tattle <article.disaster@gmail.com>
(cherry picked from commit ad5debaaa1)
# Conflicts:
# code/datums/dna.dm
# code/game/machinery/washing_machine.dm
# code/game/objects/items/clown_items.dm
# code/game/objects/items/food/misc.dm
# code/game/objects/items/food/monkeycube.dm
# code/game/objects/items/stacks/sheets/glass.dm
# code/game/objects/items/storage/toolbox.dm
# code/game/objects/items/tools/crowbar.dm
# code/game/objects/items/tools/screwdriver.dm
# code/game/objects/items/tools/wrench.dm
# code/game/objects/items/weaponry.dm
# code/game/objects/structures/petrified_statue.dm
# code/modules/antagonists/heretic/magic/nightwatcher_rebirth.dm
# code/modules/mob/living/carbon/human/death.dm
# code/modules/mob/living/living_defense.dm
# code/modules/mob/living/simple_animal/guardian/guardian.dm
# code/modules/mob/living/simple_animal/hostile/headcrab.dm
# code/modules/paperwork/stamps.dm
# code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
# code/modules/reagents/chemistry/reagents/toxin_reagents.dm
# code/modules/shuttle/on_move.dm
# code/modules/spells/spell_types/touch/smite.dm
# code/modules/vehicles/mecha/equipment/tools/mining_tools.dm
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
* Abductor scientist self-retrieve failure/runtime fix (#73172)
## About The Pull Request
Since the abductor outfit/implant would load before the abductor ship
(and it's teleport pad) when first generating a team, a runtime would
occur when trying to link the pad to the implant. Another would occur
every time you attempted to retrieve yourself (as the linked pad would
be null), preventing recall and completely neutering an abductor team's
most important maneuver.
Now, using the implant will perform the linking process again if no
linked pad is found, and provides the owner with a warning if (by some
great calamity) they genuinely have no pad to teleport back to. This
solves the issue of the implant sometimes not linking to a pad properly
on initialize, and makes them way less prone to breaking.
Apparently this has been broken for a while, presumably since the
abductor ship was made into a lazyloading template.
## Why It's Good For The Game
The funny silly grey men get to torture the poor hapless crew once
again.
## Changelog
🆑
fix: abductor scientist's retrieval implants will now properly recall
the owner, and inform them upon recall failure.
/🆑
* Abductor scientist self-retrieve failure/runtime fix
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Fairy Grass Inhands (#73209)
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fixes#72549
## Changelog
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🆑 itseasytosee
imageadd: inhands for fairy grass tiles
/🆑
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* Fairy Grass Inhands
---------
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>