* Allow Agent cards to use numbers in their names (#68065)
* Allow Agent cards to use numbers in their names
Co-authored-by: ittaG ordnasselA <974661+Hamcha@users.noreply.github.com>
* Soap and biopsy tool suit storage sprites (#67604)
Noticed some error sprites so went on with this PR. For all the soap sprites I just moved the inhand soap sprites to the suit storage position, the soap sprites were made by: epochayur and SweptWasTaken.
* Soap and biopsy tool suit storage sprites
Co-authored-by: Ebb-Real <95765134+Ebb-Real@users.noreply.github.com>
* Olives! + Custom sushi/Pierogi changes (#67239)
About The Pull Request
This is a continuation of #66946 since I have enough points to finally do so.
This PR will:
Expand upon my previous sushi PR, allowing people to use an ingredient on a sushi sheet to start creating custom sushi.
Add olives! A new type of fruit that can be grown in hydroponics. When ground, it becomes olive paste which when mixed with water in a 4-1 reaction turns into 2 units of quality oil.
Make pierogis require a dough slice to craft instead of a bun.
Make quality oil cost 50 credits to order instead of 120
Why It's Good For The Game
Since my sushi PR merged, many people have asked me to add custom sushi, so here it is. This will allow chefs to make more interesting menus with added customization.
Quality oil is an extremely expensive commodity (120 credits for one 50 unit bottle, 240 if you expedite it!!!) and can only be acquired from cargo. I feel because of this, many chefs do not make lizard or mothic foods because simply acquiring the ingredients to do so is either very time consuming, expensive, or both. This will encourage people to make those foods more often since one of the key ingredients in many lizard or mothic dishes can be made by them, too. Olives themselves can be eaten as a snack and open up opportunities for new foods in the future, and it makes sense for you to make your own oil since the process is simple yet highly inefficient in real life.
This PR originally had a way to craft cornmeal as well, but that idea was adopted yesterday in #67227 which they can keep.
Lastly, it seems more reasonable for pierogis to require a dough slice instead of a burger bun. Don't think that requires more explanation.
I believe my gbp score is at -3, but I have three PRs waiting to merge currently which will boost me way above that.
Changelog
cl
add: Botany can now grow olives, which can be ground into a paste and mixed with water to make quality oil.
add: You can now make custom sushi by using an ingredient on a seaweed sheet. The sushi will be named after the first ingredient you use.
balance: Pierogis now need a dough slice instead of a bun
balance: Quality oil costs 50 credits to order instead of 120
/cl
* Olives! + Custom sushi/Pierogi changes
Co-authored-by: MidoriWroth <kodyman@att.net>
* Adds craftable glass floors for both plasma glass and reinforced plasma glass (#67449)
* Adds craftable glass floors for both plasma glass and reinforced plasma glass
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
* Food types visible on food examine (#67635)
Now you can tell whether the thing you're about to eat is a breakfast, whether the fried egg has meat in it, and which soda is NOT a junk food.
* Food types visible on food examine
Co-authored-by: Andrew <mt.forspam@gmail.com>
* Fixed recycler stack deletion and removed matter bins for it (#67711)
Recycler destroys material stacks #67710 - The output item was merged with the original BEFORE the original was deleted, and that's why the output was lost.
Didn't find corresponding issue. The recycler has infinite internal storage upon init, but it resets it to 100000 on stock parts check. Because of this, when you throw a stack of 50 items and the recycler has less than 1 sheet of this item inside, it was saying that there is not enough space for 50 items, but deleted them anyway. Now recycler doesn't require matter bins, and the internal storage is infinity.
* Fixed recycler stack deletion and removed matter bins for it
Co-authored-by: Andrew <mt.forspam@gmail.com>
* Cursed Dufflebag is now less picky + no longer permanently applies you with pacifism even after being removed + causes less wounding (#67687)
Cursed Duffelbag is less picky, now. Instead of snowflaking for only burnt food, it will take any item with /toxin reagents within it.
/badfood (in burnt recipes) are considered toxins, so it still works.
The damage from the duffelbag now has a wounding penalty.
A negative penalty to wounding, but no penalty to bare wounding.
If the attached mob is dead, it now deals significantly less damage, and doesn't heal the dufflebag.
The dufflebag now uses visible messages to convey it's eating to people nearby, instead of just to_chats.
Fixes the cursed duffelbag cursing the mob to gain pacifism and clumsiness permanently.
dropdel causes items to be qdeleted before the drop signal is sent so it never uncursed the mob.
Why It's Good For The Game
Cursed Duffelbag is less picky now.
Burnt food is surprisingly a little less common now-a-days, due to food changes / decomposition / etc.
This led to it being much easier to literally acid the dufflebag off instead of engage with it's mechanic, which is pretty lame.
By allowing any toxin type to be used, it greatly opens up more options to get it removed.
The damage from the duffelbag now has a wounding penalty.
Dufflebag's damage had no wounding modifier, meaning it was surefire guaranteed to break your ribs, which was incredibly debilitating.
Now, it can still break your ribs if you have very little chest protection, but it's much much less likely if you're wearing equipment.
If the attached mob is dead, it now deals significantly less damage.
Makes it a bit easier to treat people who are afflicted with a dufflebag. Reviving people with a cursed dufflebag would constantly result in them being damaged greatly beyond the defib threshold. Just annoying.
The dufflebag now uses visible messages to convey it's eating to people nearby, instead of just to_chats.
Mostly QoL. Some people would be confused why someone's being damaged from seemingly nowhere.
Fixes the cursed duffelbag cursing the mob to gain pacifism and clumsiness permanently.
Bugfeex. Sue me.
* Cursed Dufflebag is now less picky + no longer permanently applies you with pacifism even after being removed + causes less wounding
Co-authored-by: MrMelbert <51863163+MrMelbert@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>
* Fishing, Version 1 (#67691)
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.
Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:
Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:
Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.
Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.
Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.
Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:
Fishing portal sprite by @ ArcaneMusic
Other sprites by @ Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:
https://freesound.org/people/soundscalpel.com/sounds/110393/https://freesound.org/people/soundslikewillem/sounds/343748/
* Fishing, Version 1
Co-authored-by: AnturK <AnturK@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 (1) and future-proofs circuitboard's name (#67794)
```
/obj/item/circuitboard/computer/libraryconsole/bookconsole
name = "Book Inventory Management Console (Machine Board)"
```
See there, it's named machine board but it is actually built on a computer frame.
We just had a PR that fixed other mistakes like this so I went and did a tiny refactor to how these circuitboards are named so the second part is automatic.
Added a new var called name_extension that applies an extension to the base name
/obj/item/circuitboard/computer have (Computer Board) as their extension.
/obj/item/circuitboard/machine have (Machine Board)
* Fixes (1) and future-proofs circuitboard's name
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Fixes infiltrator toolbox not fitting all suit parts (#67793)
Fixes#67770
People buying the infiltrator kit couldn't put all the suit parts back into the case after taking them out
* Fixes infiltrator toolbox not fitting all suit parts
Co-authored-by: bob-b-b <36081010+bob-b-b@users.noreply.github.com>
* Fixes mothic garlic pizza not producing the correct slice on slicing (#67773)
produces correct slice on slicing
* Fixes mothic garlic pizza not producing the correct slice on slicing
Co-authored-by: SomethingFish <73157400+SomethingFish@users.noreply.github.com>
* Fat Armsky no longer deletes people by standing on boxes. (#67300)
* Securitrons no longer runtime error and delete a player getting stunned through a cardboard box.
* Fat Armsky no longer deletes people by standing on boxes.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Covers our ass with the ToS by renaming the licorice creamsicle from being a specific product reference to generic creamsicles. (#67585)
* Covers our ass with the ToS by renaming the licorice creamsicle from being a specific product reference to generic creamsicles.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Add dyslexia (illiteracy quirk) as a genetic mutation and disease symptom (#67388)
* Add illiteracy to genetic mutations
* Add illiterate dna injectors
* Add illiteracy effect to confusion symptom
* Fix missing comma
* Change illiteracy to use resistance for confusion
* Fix disease unit test failures
* Refactor var names for confusion symptom
* Add dyslexia (illiteracy quirk) as a genetic mutation and disease symptom
Co-authored-by: Tim <timothymtorres@gmail.com>
* Allows regal rats to heal by eating all types of cheese (#67680)
Co-authored-by: robbertapir <robbertapir@ airmail.cc>
* Allows regal rats to heal by eating all types of cheese
Co-authored-by: robbertapir <102324362+robbertapir@users.noreply.github.com>
Co-authored-by: robbertapir <robbertapir@ airmail.cc>
* Implements a Demolition Modifier variable to items, affects damage vs structures and robots. (#66967)
Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)
* Fixes attacks on mech equipment ignoring armor / melee damage, also fixes mech equipment not being disabled at 0% health, also also unit tests mech armor (#67411)
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@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>
* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* replaces putting bread slices on your face (head) with putting toast in your mouth (#67579)
e
* replaces putting bread slices on your face (head) with putting toast in your mouth
Co-authored-by: Iatots <5155917+Iatots@users.noreply.github.com>
* Toying Around With Concepts Beyond Comprehension- Abductor Plushies (#67592)
* Toying Around Concepts Beyond Comphrension - Abductor Plushies
Hey there,
AW LOOK AT THOSE LITTLE GUYS THEY'RE SO CUTE.
Full credit to TehZombehz for the sprites.
* forgot to add them to the arcade
* Toying Around With Concepts Beyond Comprehension- Abductor Plushies
Co-authored-by: san7890 <the@san7890.com>
* Small player-facing text improvements (2 pill bottles, 1 recycler note) (#67452)
Nothing special, honestly - exactly what it sounds like.
Two grammar fixes to pill bottles (missing spaces).
A little grammar tuning on a note I'm pretty sure literally nobody ever reads, at any point, ever.
Just words fixes now but we might as well get them while we're here
* Small player-facing text improvements (2 pill bottles, 1 recycler note)
Co-authored-by: Pandarsenic <101627558+Pandarsenic@users.noreply.github.com>