* Adds basic cybernetic eyes to the medical protolathe/exofabricator (#57245)
* Makes the basic cybereyes flash vulnerable, puts the equal to normal eyes in the cybernetic organ node, makes the normal cybereyes prone to fizzling upon being emp'd
* Adds basic cybernetic eyes to the medical protolathe/exofabricator
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Adds tourist robots that order food and drinks from the bar and cafeteria (#57010)
* Adds Tourism Economy
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds tourist robots that order food and drinks from the bar and cafeteria
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a new type of botany experiment that tests plants. (#57166)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a new type of botany experiment that tests plants.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes missing titles of the Microscope and R&D Console UIs (#57160)
* Fixes missing titles of the Microscope and R&D Console UIs
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Surgery-compatible gown to let patients stay modest. Available in protolathes for plastic, the medidrobe, and pre-spawned in surgery duffel bags - fast equip times onto others. Sprites made by Kroto
* (NON MODULAR) Heehoo all humanoid mobs can use nanites again.
* yeah this might've caused issues
* Update public_chamber.dm
* I'm not retarded I swear
* Refactor can_inject, and introduce try_inject (#56816)
Splits can_inject into can_inject and try_inject. The latter can perform side effects, while the former cannot. Moved the show_error bool parameter to a flag that try_inject checks.
Changes the signature to can_inject(mob/user, target_zone, injection_flags). This was previously redefined in several places, making it impossible to use named parameters. This refactor now allows named parameters to be used, and thus avoiding the ugliness of TRUE, FALSE, FALSE in parameters.
* Refactor can_inject, and introduce try_inject
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* You can print multiple sheets of sticky tape. (#56819)
Makes the autolathe maxstack 5. This lets you print more than a single sheet of tape at once even if you have more than one sheet.
* You can print multiple sheets of sticky tape. A redo of #55994, because #56017 didn't fix this.
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Fix coagulating nanite program having wrong name (#56739)
After a wound refactor, the "Rapid Coagulation" program got nerfed into
the "Vein Reprssurization" program, but the rename missed this entry in
the research database, used by the nanite program hub and R&D listings.
* Fix coagulating nanite program having wrong name
Co-authored-by: coiax <yellowbounder@gmail.com>
* Update the Nanite Dermal Button icon set (#56588)
The PR replaces the standard set of Nanite icons (number, plus, minus,
power) in different colors with an extended set of icons in a single
color.
The current icon set is very limited, the numbers don't provide much
context and some colors are barely visible on certain UI backgrounds
(yellow in particular).
The new set has bigger variety of icons, but removes the color
selection option to improve icon visibility.
* Updated the Nanite Dermal Button icon set
Co-authored-by: Andrew <mt.forspam@gmail.com>
* renames metal sheets to iron sheets
* Merge branch 'master' into upstream-merge-56643
* yay metal
* Update DeltaStation2_skyrat.dmm
* a
* Update CentCom_skyrat_z2.dmm
* a
* a
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* reverts Adds Neon Carpet (#55782), it appears to have been causing massive amounts of maptick (#56496)
It appears to have been causing massive amounts of maptick, this'll need a testmerge so we can test my hypothesis
* Reverts Adds Neon Carpet (#55782)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Ability to select the logic for Nanite rules (AND, OR) (#56542)
Added a button to the Nanite Cloud Controller Rules UI with two states:
- Meet all (default) - all rules must be met to run the program
- Meet any - any of the rules must be met to run the program
This change doesn't impact the default rule behavior, but gives an
ability to create more flexible rule setups when needed.
* Ability to select the logic for Nanite rules (AND, OR)
Co-authored-by: Andrew <mt.forspam@gmail.com>
* Nanite programs with triggers won't ignore rules (#56516)
* Added condition check to the trigger function
* Reversed the statement
* Updated the comment
* Nanite programs with triggers won't ignore rules
Co-authored-by: Andrew <mt.forspam@gmail.com>
* Makes blast doors/shutters and blast door controllers buildable and deconstructible (#56486)
* Makes blast doors/shutters and blast door controllers buildable and deconstructible
Co-authored-by: HugoOdaX <42174630+HugoOdaX@users.noreply.github.com>
* Mirror logging for brainwashing and hypnosis in the player panel and attack logs. (#56515)
Hypnosis and brainwashing now have entries in the Player Panel logging
under attack and entries in the attack logs.
Mirrors some logging that would otherwise just be in the game logs.
From an admin-perspective, issues where you'd want to check
brainwashing/hypnosis tend to go hand-in-hand with issues relating to
attack logs as opposed to game logs.
* Mirror logging for brainwashing and hypnosis in the player panel and attack logs.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Adds the Hauntium material, which turns any item into a ghost (with AI) (#55728)
* Adds the Hauntium material, which turns any item into a ghost (with AI)
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Refactors a common pattern, clothing traits (#56233)
A common pattern is clothing that gives a certain trait when equipped in
the correct slot, for example, mesons making you immune to supermatter
madness, or the bartender's beer goggles giving them the ability to
"booze slide".
Now, instead of implementing essentially the same logic on equip and
dropped, it is now supported at the clothing level with the
`clothing_traits` lazylist.
* Refactors a common pattern, clothing traits
Co-authored-by: coiax <yellowbounder@gmail.com>
* Infinite Gun Culling: Gun Kit Edition (#56133)
Every prototype firearm in the game now utilizes crafting to construct it, usually sacrificing a standard version of that firearm in order to produce the new one. The guns are made using gun part kits you print from the security protolathe (or buy, in the case of hellfire lasers).
* Infinite Gun Culling: Gun Kit Edition
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Fixes 2 really annoying cytology virus bugs. (#56062)
This PR fixes the generate_sample proc so it properly uses virus_chance to determine when to generate a virus. Now most samples will be virus free as intended.
It also fixes the bug where virus penalty and spaceacillin consumption would be multiplied by the number of cell lines, rather than the number of viruses, as intended.
* Fixes 2 really annoying cytology virus bugs.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* Fixes nanite purge runtime on simple mobs (#55902)
- Makes nanites not try to purge reagents from mobs without reagents
* Fixes antitox nanites runtiming on simple mobs
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Tweak nanite subdermal ID to include pulled cards (#55883)
Some mobs which are capable of hosting nanites have no hands to hold ID
cards to be scanned, such as unexpectedly sentient Captain Ian. But now,
give them subdermal ID nanites, pull the ID card, and then you have a
full-access simple mob.
Note that this DOES NOT scan the ID cards of pulled mobs, only if you
are pulling an actual ID card. It is not possible to grab the captain to
leech his access.
* Tweak nanite subdermal ID to include pulled cards
Co-authored-by: coiax <yellowbounder@gmail.com>
* Bepis goes along the crate cost changes (#55617)
* bepis works
* betterfix
* UGH
* changes bepis in accordance with the crate changes
* Bepis goes along the crate cost changes
Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
* Fixes BRPED/rigged cell exploit and allows it to booby trap BRPEDs instead (#55447)
BRPEDs can teleport rigged power cells. Through cameras. These rigged power cells will then pretty much immediately explode. This is a tad imbalanced.
Behaviour modified. Attempting to use a BRPED on a machine and having it attempt to swap over a rigged cell will cause the rigged cell to immediately go to maximum charge and explode.
Adds some logging to accompany it.
Why It's Good For The Game
Blowing things up from across the cosmos is bad.
Rigging BRPEDs to be able to explode when some poor sucker uses it to change over a power cell is cool.
* Fixes BRPED/rigged cell exploit and allows it to booby trap BRPEDs instead
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>