* Adds Material tab for the autolathe to dispense the desired mats one put in and fixes a condition (#67848)
In the Autolathe, moves all the matts from construction to the new tab Material which allows you to dispense all the mats you put in
Also fixes missing "=" operator which wouldnt let you print 10 or 25 stack immiadetly once you reached it
* Adds Material tab for the autolathe to dispense the desired mats one put in and fixes a condition
Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com>
* Fixes being able to hack a comms console if it gets depowered or broken mid hack (#68048)
Fixes hacking consoles after they're unpowered
* Fixes being able to hack a comms console if it gets depowered or broken mid hack
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* ash ritual magic
* oops
* recommended changes and fixes
* there
* ashwalker only
* refactor
* there
* the curse needs work
* there, curse is good
* componentify the elements
* adds new rituals and some qol
* fix a small issue
* Makes the noblium gas shells experiment explicitly clear that it means hypernoblium (#67898)
* Makes the noblium gas shells experiment explicitly clear that it means hypernoblium
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Watering cans for botany (#67712)
* Watering cans for botany
* Clean up weird bugs by just coding the feature out
* 70u for the old can and /// like it should be
* Updated can icons courtesy of Wallem
* Swaps botany buckets for watering can on maps
* A line
* Watering cans for botany
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* TGUI Say no longer deletes your currently typed message on history (#67971)
first commit
* TGUI Say no longer deletes your currently typed message on history
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Adjusts Door Mapping Helper Layers (#68032)
Hey there,
Access helper layers are great and all, but they tended to have this sort of effect on maps where since they were on the same layer as all of the other mapping helpers for doors, they would just tend to cover up the smaller sprites the others used, like this:
So, this just switches up the layers a bit by having a new layer called `DOOR_ACCESS_HELPER_LAYER` (that is still above `OPEN_DOOR_LAYER`) just for Access Helpers, while every other airlock helper takes the `DOOR_HELPER_LAYER` (like before), which has been increased by 0.01 more funny number.
Ok?
* Adjusts Door Mapping Helper Layers
Co-authored-by: san7890 <the@san7890.com>
* Fixes the MODsuit-related screenshot tests
* Fixes eye sprites not refreshing properly when they're meant to
* Fixed outfits calling too many update procs and pre/post_equip twice because of some silly code
* Fixes glass golems not being transparent
* Fixed the map compilation errors
* Added the screenshot for the vox primalis
* Updates the colors of the moth bodyparts to be easier to work with (making them whiter)
* Fixes the antag icon for blood brothers
* Fixes nightmares looking stupid in their antag icon and also failing the screenshot test
* Fixes the humanoid screenshot
* Updated the blood brother icon with the new colors for moths (because ours are greyscaled)
* Updates some of the randomization stuff for moths, making it possibly functional again
* Cleans up our moth species override a bit
* Updates the screenshot_humanoids test to allow for better control over the screenshots
* Updated the lizard, ashwalker and silverscale screenshots
* I totally didn't forget the .dm
* Moved the set_species before the prepare_human_for_preview()
* The moth's fixed, by the way! In the prefs menu too!
* The xenos are fixed too!
* Pink felinids, how 'bout that?
* Fixed the mush people (so they actually look like the icon that was there already!)
* Snails are fixed too, splitting the .dmi edit in a different commit
* Added https://github.com/tgstation/tgstation/pull/68013 early
* Revert "Fixed the map compilation errors"
This reverts commit b7db0a1f507ed3721d88883338508c058ffb7804.
* Okay just Icebox this time
* Podpeople hair still is broken :(
* Turns out they weren't getting their snouts and frills properly... Now they do!
* Possibly fixes that issue with Tram making compile maps fail
* Fullscreen, status bar hiding, chat input following the theme (#67987)
* Initial commit
* input is colored according to the theme
* removed unused setting
* Fullscreen, status bar hiding, chat input following the theme
Co-authored-by: Andrew <mt.forspam@gmail.com>
* Scrubbers will now turn off when connected pipe disconnects. (#67985)
Scrubber thing.
Scrubbers will now turn off on atmos machinery disconnect() proc call.
* Scrubbers will now turn off when connected pipe disconnects.
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Fixes an ert bounty hunter's outfit, and the bounty hunter ID in general (#67955)
Fixes an ert bounty hunter's outfit, and the bounty hunter ID
* Fixes an ert bounty hunter's outfit, and the bounty hunter ID in general
Co-authored-by: Profakos <profakos@gmail.com>
* Fixes Icon for the Station Crash Effect (#67994)
Hey there,
Apparently when balloons were split out of `items_and_weapons.dmi`, this was left behind causing stuff like this to happen:
Pretty goofy, right? Let's update the DMI pathing to ensure we don't see the silly purple/white cube when we really want to see an effect that nearly no one knows of (it's the thing that helps you crash the shuttle into a station, I think?).
* Fixes Icon for the Station Crash Effect
Co-authored-by: san7890 <the@san7890.com>
* [MDB Ignore] Makes mining and labor shuttle home docks their own type, rather than varedits (#68006)
I'll have to do the others at some point
I don't want to, but it'll happen
* [MDB Ignore] Makes mining and labor shuttle home docks their own type, rather than varedits
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
* Fixes items disappearing in the suit storage slot (#68008)
Original fix by SabreML
Ported from github.com/pariahstation/Pariah-Station/pull/768
* Fixes items disappearing in the suit storage slot
Co-authored-by: ittaG ordnasselA <974661+Hamcha@users.noreply.github.com>
* Fix freon reacting instantly (#67954)
So why this was happening was because in DM, - has a higher precedence than **, so instead of a nice Gaussian function, this was made, where the y-coordinate represents the amount of freon that's made as a percentage of the total possible amount, which meant that unless your temperature was basically right at 800K, the freon, even thousands of moles of it, would be made instantly (or nearly instantly).
* Fix freon reacting instantly
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* 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>
* Adds the Active Sonar mod to the game. (#67828)
Adds the Active Sonar Module to the game, a module which lets you see the locations of living creatures within a 9 tile radius.
It can be attained by researching Security Modules, and then printed like any other module.
It takes 3 complexity to house, has a 25 second cooldown, and takes a good amount of energy to use.
* Adds the Active Sonar mod to the game.
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Fixes several spelling mistakes in ash lore (#67952)
In several cases, the Nightwatcher has been called Nightwater. This PR fixes that.
* Fixes several spelling mistakes in ash lore
Co-authored-by: Profakos <profakos@gmail.com>
* Adjusts Layering of Broken/Burnt Floor Helpers (#67958)
Small QoL thing for mappers. Mapping Helpers automatically go on the highest plane possible, POINT_LAYER. This would result in broken/burnt flooring having the following appearance in map editors:
This is just weird clutter that doesn't particularly look good. So, I just switched both of those subtypes to the same layer that we use for cleanable decal effects, just for nice visual clarify. Here's what that looks like:
* Adjusts Layering of Broken/Burnt Floor Helpers
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>
* Fixes coffin's export values to what they actually should be (#67931)
* Adds coffins to crates' exclude_types.
Adds coffins to crates' exclude_types.
* Updates comment
Updates a years old comment with the current economy prices.
* Fixes coffin's export values to what they actually should be
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
* Rename "Delimber" anomaly to "Bioscrambler" anomaly. (#67886)
Renames all occurrences of "delimber", "delimber_anomaly", "delimbering", etc. to "bioscrambler", "bioscrambler_anomaly", and "bioscrambling", etc.
* Rename "Delimber" anomaly to "Bioscrambler" anomaly.
Co-authored-by: skylord-a52 <skylord-a52@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>
* Fixes supermatter cascade final objective rolling when the engine has already exploded (#67665)
Adds a check so that if there are no var/obj/machinery/power/supermatter_crystal/engine on the station. Testing was a bit hard because I didn't know how to test any of it with admin tools, so it involved a lot of running around doing objectives on local until I got a final objective. I'm pretty sure this PR works correctly.
* Fixes supermatter cascade final objective rolling when the engine has already exploded
Co-authored-by: Rhials <Datguy33456@gmail.com>