* Removes the Exclamation Point from the Server Hop Verb (#67970)
Removes the Exclamation Point from Server Hop
Hey there,
Recently, I haven't been able to directly connect to Sybil. However, I am able to easily get onto Campbell, and use the Server Hop command to readily get over there. However, one small snag I've ran into is that the `Server Hop!` verb means that you have to type it in as `server-hop!` in the chat bar. This was really confusing to me the first few times because no other verb requires you input in the correct punctuation. So, I decided to prune out the exclamation point to get weird of this oddity.
* Removes the Exclamation Point from the Server Hop Verb
Co-authored-by: san7890 <the@san7890.com>
* Removes a misleading tip + unused defines related to the Ballmer peak (#67906)
* Removes a misleading ballmer define, as drunken science points were removed in experisci.
* Removes a misleading tip + unused defines related to the Ballmer peak
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Silver golems text no longer tells them they are antimagic (#67775)
* remove trait_holy, add antimagic
* readds trait_holy and changes desc
* Silver golems text no longer tells them they are antimagic
Co-authored-by: private-tristan <54422837+private-tristan@users.noreply.github.com>
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Cargorilla Drip (#67849)
Some FUNNY MAN decided to put this poor, innocent gorilla into an ill-fitting costume.
Branding them for his amusement.
As if to JEST them, they even gave him a little hat.
Why It's Good For The Game
It's funny, a good sprite and the Cargorilla is now uniform with the Department.
* Cargorilla Drip
Co-authored-by: Cursor. Maybe? Who knows? <102828457+theselfish@users.noreply.github.com>
* Adds the white cane. (Bounty Code) (#67801)
This PR adds the white cane.
It can be crafted using 3 iron rods. Additionally, white canes can be purchased from the medical vendor, differentiating them from the costume canes.
White canes are transforming items that can be folded down from a small size to their fully extended versions, which are too large to store in a bag.
* Adds the white cane. (Bounty Code)
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Gives gorillas monkey faction, gives the cargorilla neutral faction (#67790)
* gives the cargorill some more factions
* Give the base gorilla monkey too
* Gives gorillas monkey faction, gives the cargorilla neutral faction
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes `Knockdown` signal being incorrect, making knock-off items (and others) trigger when they should again. Also cleans up the knockoff component and unit tests it. (#67720)
At some point, someone did a find and replace over this file, and completely screwed up the signal for Knockdown().
This caused components that relied on it, like the Knockoff component, to work way less often.
This PR fixes that.
It also goes through and cleans up the Knockoff component. More consistent style guide stuff, minor improvements, better documentation.
It also unit tests it.
* Fixes `Knockdown` signal being incorrect, making knock-off items (and others) trigger when they should again. Also cleans up the knockoff component and unit tests it.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes the "stuck in a vertical fireman carry" curse (#67783)
Fixes#67622#66530 made it so anything with the ridable element lost the element whenever it died.
Unfortunately it added NO supplementary logic that re-adds the ridable element of that thing died.
Guess what uses the ridable element? Humans, for fireman carrying and piggybacking
So, if you ever died, it'd permanently brick your ability to fireman carry.
* Fixes the "stuck in a vertical fireman carry" curse
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Changes species' `inherent_traits` to alphabetical order (#67745)
* Changes species' `inherent_traits` to alphabetical order
* Removed trait is back
* Changes species' `inherent_traits` to alphabetical order
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Fixes slips being broken and adds a unit test to catch it happening again. (#67741)
* Fixes slips being broken and adds a unit test to catch it happening again.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Gets rid of the Druggy var on `/living`, "fixes" Earthsblood (#67668)
Kill the druggy var
* Gets rid of the Druggy var on `/living`, "fixes" Earthsblood
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* floating movement type now stops slips (#67694)
* float movement type now stops slips
* weh
* floating movement type now stops slips
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* ooga's go down, fixed rand, not recalculating every tick, Novaa I banged ur mum (#67594)
* I'm on levels of existence that are byond anything your mortal mind can
even comprehend
in otherwords, this is to go even further byond
SS2
* Update code/modules/mob/living/simple_animal/hostile/gorilla/gorilla.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Safety first motherfucker
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* ooga's go down, fixed rand, not recalculating every tick, Novaa I banged ur mum
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* time limit for sec/medhud examine button use
* Update examine.dm
* Update human.dm
* Apply suggestions from code review
* Update code/modules/mob/living/carbon/human/examine.dm
* imagine how much easier this would've been in VSC
* Update human.dm
* why am I so stubborn
Co-authored-by: robbertapir <102324362+robbertapir@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Cleans up Auto-Doc comments in living_defines. (#67608)
Update living_defines.dm
* Cleans up Auto-Doc comments in living_defines.
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
* Move more silicon-relevant logs to silicon logs (#67340)
Moves a bunch of logs that were silicon-related but logged to game.log to silicon.log.
* Move more silicon-relevant logs to silicon logs
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* Fixes statue simplemob teleport not working and 3 other spells not appearing (#67105)
* Fixes statue simplemob not being able to teleport, and their 3 spells they're supposed to have.
* Also repaths statues to netherworld mobs, to reduce copy paste code.
* Fixes statue simplemob teleport not working and 3 other spells not appearing
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Removes adjustHealth procs from Icemoon Fauna (they no longer regenerate health) (#67426)
* Removes adjustHealth procs from Icemoon Fauna
Hey there,
As described in Issue #67311, several ice waste fauna regenerate *1.25%* of their health every Life tick (presumably when they're not attacking). This was added back in 2020 at IceBox's first introduction, when the station was still in it's infancy and normal crew weren't really meant to explore the lower Z-Levels or even exist there. However, this design has been altered heavily over the last few years as the station has had a heavier focus on having crew be placed on these lower structures, so it should be easier for crew to not have to struggle with something non-explicit feature these mobs have as they try and merely exist in the wastes (or fight their way back up to the station).
* removes life procs
* Removes adjustHealth procs from Icemoon Fauna (they no longer regenerate health)
Co-authored-by: san7890 <the@san7890.com>