* Refactors how circuit size is calculated. Fixed module circuit size not taking up capacity equal to the amount of circuit components inside of it. (#61554)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Refactors how circuit size is calculated. Fixed module circuit size not taking up capacity equal to the amount of circuit components inside of it.
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Slight improvement to voice of god logging (#61757)
Logs the Voice of God if forced by something, which currently is only Godwoken syndrome brain trauma.
* Slight improvement to voice of god logging
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes the Spawners Menu not letting you jump or spawn in as ghost roles. (#61770)
* Feex
* Better feex
* Fixes the Spawners Menu not letting you jump or spawn in as ghost roles.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Cytology Adjacent Update #1: New pet food, made from pets. Buffs health of selected simple mobs. (#61532)
* doggy dog world
* space begone
* suggestions from review
* removes frog related oopsie
* indent fix
* Cytology Adjacent Update #1: New pet food, made from pets. Buffs health of selected simple mobs.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* if you give a monkey an instrument, it will begin playing the donkey kong theme (#61726)
* if you give a monkey an instrument, it will begin playing the donkey kong theme
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Changes a bunch of New()s to Initialize()s (#61626)
* Changes a bunch of New()s to Initialize()s
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Adds a new achievement and command report for cultists obliterating Centcom's shuttle corps (#61566)
* Adds a new achievement and command report for cultists obliterating Centcom's shuttle corps
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Hauntium is chill with the undead, buffs hauntium stats (#61584)
* Hauntium is chill with the undead, buffs hauntium stats
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522)
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!
Link to the README for how the new spawner system works.
Added the following new random mapping spawners:
pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner
Removed deprecated wizard trap, vault, and armory spawners.
* Mapping DLC - Random Spawner Pack [MDB IGNORE]
* HNNGH
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Spiders/carp will now pull/move water/welding fuel tanks/canisters slower and won't be able to attack stationary atmospherics equipment (#61616)
Adds 2 new elements, one for slowing down pulling of dangerous objects (dispenser tanks and canisters), and one for preventing hostile attacking of elements in a typecache.
Also updates the obj_flags bitfield 'cause I thought I was gonna use that, but I didn't.
Adds these elements to spiders and space carp (from space dragon)
* Spiders/carp will now pull/move water/welding fuel tanks/canisters slower and won't be able to attack stationary atmospherics equipment
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.
* E
* Missed merge
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Updates Greyscale Colors of PDAs and Gives QM a Survival Pen since I was in there anyway. (#61261)
About The Pull Request
Hallo! This is part two of my PDA update, where I take the old hokey colors that were just left in to not rock the boat, and changes them to better fit the current aesthetic of the game. It also makes the captain's PDA have some more fanfare, without even adding a sprite, I just did a funny trick with the layers.
In addition to that, I have updated the sprite for the survival pen, and made it so QMs start with one in their PDA.
bespoke final
peen
Why It's Good For The Game
The old PDA colors on the new PDA sprites were odd in a few places, this fixes that. I spent about a week or so going to different players of the different jobs and departments getting their input on what colors they'd like their PDAs to be, and now the best looking options that make sense, will be added in! Woo!
Also I just think the QM having a emergency shovel is kind of cool, and its a really neat item that deserves just a little more love, so why not?
Changelog
cl
expansion: Updated old GAGS colors for the PDAs based on user feedback
imageadd: Updated appearance of the Survival Pen
expansion: The Quartermaster now starts with a Survival Pen because its flavorful. Survival Pen has also been updated to use the fancy font, since, its fancy.
/cl
* Updates Greyscale Colors of PDAs and Gives QM a Survival Pen since I was in there anyway.
Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
* Fix the grammar for the message shown when appraising great art. (#61608)
* Fix the grammar for the message shown when appraising great art.
Co-authored-by: MrZoraman <MrZoraman@Gmail.com>
* Fixed hitting people accidentally with food if their mouth is covered. (#61601)
* Fixed hitting people accidentally with food if their mouth is covered.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@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: Azarak <azarak10@gmail.com>
* memories are no longer added if the target isn't aware of them. (#61375)
Fixing an oversight with the memories system. Memories shouldn't be added to people who aren't possibly aware of them.
* memories are no longer added if the target isn't aware of them.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Refactors datum AI idle behaviors into datums (#61455)
Co-authored-by: MonkeyThatCodes <monkey>
* Refactors datum AI idle behaviors into datums
Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com>
* BCIs now come with one bci action (#61521)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* BCIs now come with an integrated circuit with a bci action which is also now removable
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Things that love the station may no longer leave the station, even when Dr. Anomaly says they should. (#61335)
Bluespace anomalies detonating Move() things. When something is Move()d, none of the logic in forceMove() or doMove() is called, and thus stationloving things can't tell when they've left the z-level (since that's where the logic for it is).
There are a number of approaches I could have taken: Refactoring anomalies to use different movement code. Refactoring Movement code to send more signals in various scenarios. Refactoring the stationloving component.
I settled on two steps. First, refactoring the component to bring it up to modern code standards. Second, moving the logic for COMSIG_MOVABLE_Z_CHANGED to Moved() so the signal always fires regardless of if Move() or forceMove() or doMove() is used, with an optional var for whether the z-change is communicated to contents. This means the ore box was changed to actually send the signal instead of just returning with no parent call or signal sent. Stationloving ore boxes when?
stationloving procs no longer call SIGNAL_HANDLERs directly. Var names are now more descriptive. Things are renamed and documented. At least for the parts of the code I know.
Probably some other code cleanups.
* Things that love the station may no longer leave the station, even when Dr. Anomaly says they should.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Nerfs bone wounds to make them less miserable (#61196)
So I've always kinda known that bone wounds are unpleasant to receive, but since paying some closer attention to how they affect peoples rounds in the last few months, I've realized that they need to be reigned in some more. So, let's break down the big changes...
General bone wound nerfs
Limping on a busted leg is now a chance with each step of that leg, instead of always happening: No matter how small the delay added to your move time after each step (like if it was just a dislocation), and even with slings, bone wounds on your leg crippled you with the constant slowdown, because they happened every time you stepped on that leg. Now, the chance to limp on any given step with that leg is higher with worse wounds, and applying a sling to that leg further lowers that chance, as well as lowering the delay from that limp. A dislocated leg, for example, only limps 30% of the time, while a compound fracture limps 70% of the time.
Skeletons and plasmamen (aka carbons with no flesh) can now use bone gel directly on cracked limbs to fix them, in 1/4th the time it takes the normal bone gel + surgical tape improvised fix to heal them, and with none of the damage. I felt bad that the ability for skeletons to stick dismembered limbs back into their slots was destroyed because the limbs would be critically wounded already, and still useless. Now, skeletons and plasmamen can be treated with just bone gel and some time. At some point after this is merged, someone should give the pirate ship some free bone gel.
The speed of the improvised bone gel + surgical fix for broken bones is even further improved by laying down and by sleeping than it was before, meaning the improvised fixes can be cut down further by laying down for a bit while it works.
Makes bone wounds less obnoxious, reducing their ability to single-handedly ruin your round when you suffer one. I want to go further in the future and add an easier improvised fix for hairline fractures soon, but those changes can come later after these are merged.
* Nerfs bone wounds to make them less miserable
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* the negative moodlet from being held at gunpoint will no longer last indefinitely under certain conditions (#61395)
* the negative moodlet from being held at gunpoint will no longer last indefinitely under certain conditions
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Fix lingering alpha issues when the Chameleon mutation is removed. (#61444)
The Chameleon mutation registers COMSIG_HUMAN_EARLY_UNARMED_ATTACK when it is gained, but never unregisters it when it is lost.
Mutation datums aren't necessarily deleted and can sit in the DNA dormant until activated, as a result there's no nice qdel() handler to clean up the mess.
An example of this is a changeling with Chameleon skin, that adds/activates/deactivates the Chameleon mutation as required.
Honestly, this could probably be refactored into a component since the behaviour is pretty generic and can mostly be applied to any atom. That is a bit more work for another day and a good first PR for someone to learn how to make components.
This at least fixes the underlying issue.
* Fix lingering alpha issues when the Chameleon mutation is removed.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes some problems with the stargazer slime link and an oversight shared with the mansus link. (#60966)
See #60870. For consistency, I also fixed a small oversight with mindshield implants not retroactively working against slime or mansus links. Furthermore, I renamed some variables accordingly to the guidelines. On top of that, another issue with being mindshield, protected against magic and/or dead as stargazer has been fixed (see cl).
EDIT: Somehow I haven't notice until now, but someone else seems to have already made a PR (#60960) to fix the aforementioned issue report (but not the rest). Feel free to merge it first, I'll resolve the conflicts and the cl later.
This also changes the var/obj/target variable on innate actions to be var/datum/target instead.
* Fixes some problems with the stargazer slime link and an oversight shared with the mansus link.
* Update polychromic.dm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>