Commit Graph

5022 Commits

Author SHA1 Message Date
DrTuxedo
8a350dae9c Holosignification (#85062) 2024-07-19 17:54:05 -04:00
grungussuss
11a11e2601 You can now buckle to bar stools (#84978)
## About The Pull Request


https://github.com/user-attachments/assets/9184fc20-e114-42ff-b442-a491692a388b
## Why It's Good For The Game
Sitting with a pixel offset on bar stools will further the bar RP
experience, it'll also show the barkeep that you're here to drink or
talk.
## Changelog
🆑 grungussuss
add: You can now buckle to bar stools
/🆑
2024-07-17 09:18:55 +02:00
Odairu
b4ec871ec3 Gives a speaking mob megaphone text when standing on top of a closed crate (#84942)
## About The Pull Request
Gives you loudmode when you speak while standing on top of a crate (it
does not apply to comms or open mics)
## Why It's Good For The Game
The assistants have trouble finding megaphones sometimes, now they can
bug command who are in ear shot more effectively
## Proof of Testing

![image](https://github.com/user-attachments/assets/af8cc4ba-f13d-4a88-ae29-1cfc026c4452)

## Changelog
🆑
add: standing on a closed crate now gives loud mode
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Odairu <mdesisto610@gmail.com>
Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
2024-07-17 03:57:29 +02:00
SmArtKar
338ff5b2a8 You can no longer move chairs as a ghost (#84972)
## About The Pull Request

Partially handles #84971

## Changelog
🆑
fix: Ghosts can no longer move chairs
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-07-15 21:26:24 -06:00
MrMelbert
3d20e557f4 All lattices make catwalk footsteps (instead of just catwalks) (#84917)
## About The Pull Request

Lattices make catwalk sounds when walked across, much like their
children catwalks do

## Why It's Good For The Game

If you've ever walked across the tramway, it's really jarring to go from
catwalk (footstep sound) -> lattice (no footstep sound) -> catwalk
(footstep sound) -> lattice (no footstep sound)

But they'd probably sound the same in practice

## Changelog
🆑 Melbert
qol: Lattices now make the same footstep sound as catwalks
/🆑
2024-07-14 20:02:27 -06:00
Time-Green
89cf4c7787 The Voidwalker | New Midround Antagonist (#84674)
## The Voidwalker

Adds a new antagonist, the Voidwalker! 
It's a rare antag that spawns in space when there's at least 40 people
Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's
some deviations)
No biddle

## Summary
Spooky space antag that moves around space, ambushing people either in
space or near space. They can move through glass, have an ability to
stamina drain you if they remain in your vision for 8 seconds, can
temporarily remove glass windows to drag you through them and deal
~~stamina damage~~ incredibly violence. Upon being taken, they can be
kidnapped and cursed, muting and pacifying the person and sending them
to the void.

## Passive

![image](https://github.com/tgstation/tgstation/assets/7501474/e2bbac33-bac8-4eb9-9042-994904ebec18)

![image](https://github.com/tgstation/tgstation/assets/7501474/b76df700-84d4-4722-bf6f-2e2049c345b3)

Passive abilities:

- Permanent space flight and indoor flight
- Space regen
- Slowdown when in gravity
- Space camo (very low alpha when in space
- Can freely move through unshocked glass
- Mute, but can hear all station frequencies (excluding binary)
- Will quickly die when on planets or moons (obviously can't roll on
icebox)
- 10 brute armor and 20 burn armor. They can't wear any form of armor
and don't have any get out of jail free cards, so I think it'll help
with their survivability a slight bit

## Abilities
**Void eater:** Literally just a light-eater but instead of eating light
it instantly shatters windows, but restores them after a few seconds

**Space Dive:** New ability that lets you move under the station with a
2 second do_after, so they can still get to closed of space spots
without being as annoying as heretic space shift

**Unsettle:** Remain in view of the target for 8 seconds to give them a
short stun, slurring and 80 stamina damage, but announce your presence
and location to them. Both you and your target can move, as long as you
remain in their view.

**Space Kidnap:** When your target is incapacitated and in space, you
can drag them into the cosmic void. They'll be returned cursed after
undergoing a sort of reverse heretic sacrifice (more on that in the next
section).

[Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w)

## Voided Crew
A brain trauma received when you get kidnapped. While under it's
influence, you are muted and pacified. You will die in planetary gravity
and cannot enter space.


![image](https://github.com/tgstation/tgstation/assets/7501474/ea90bf9b-b8d1-4d46-8c69-7b0900e8e50c)

It can be cured with a lobotomy or by dying in planetary gravity. 
You get warned to avoid the Voidwalker. The voidwalker now does extra
damage and gets the option to glass gib you if you die, leaving just a
brain

## Loot
On death, the Voidwalker shatters into glass and drops a cosmic skull.
Looking into the skull gives you a stable version of the Voided brain
trauma. It doesn't give you pacifism and doesn't ban you from space. It
also makes you space immune and gives you the ability to walk through
unshocked glass after 2 seconds do_after.

Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up
a video showcasing death and their sprites on Sunday

## Why It's Good For The Game
We don't have any space centered antagonists. The closest we have are
Space Dragons, but they have to go deep into the station anyway. I'm
also quite fond of simpler antagonists, like revenant and nightmare.
Give people the tools, and they'll make the fun themselves.

I've been comparing the Voidwalker with the Nightmare. Both are goalles,
simple antagonists, but where the Nightmare's gimmick is darkness, the
Voidwalker's gimmick is space.

They also get a dark tentacle arm so they can murderize people, but it
only gets them to crit. After that they can drag people into the "void"
to kidnap them. This is mostly to encourage the Voidwalker not to just
space them cause that's kinda lame. They still can though, just in-case
it would be very funny

## Changelog
🆑 Time-Green, Justice12354, Rex9001
add: Adds the Voidwalker, a new rare space based midround antagonist!
code: Adds the ability to texture limbs and bodypart_overlays
Sprite: Cosmic skull sprites by Justice12354 and Rex9001
/🆑

- [x] Add a better kidnapping mechanic, instead of just teleporting
someone to a station turf
- [x] Add an armblade or weapon or something, unarmed combat is kinda
ass for this
- [x] Fix the antag preview not rendering textures
- [x] Prevent them from space phasing when in combat so they can
actually be killed in space combat, even if really fucking hard
- [x] Nerf visibility for people with space parallax disabled, probably
also something to improve camo with colored parallax
- [x] Replace the stamina damage stuff
- [x] Cool rework of space phase idea I have
- [x] Update/implement vidual effects
- [x] Implement names

## Considerations
There's a few things that I might change or implement later, depending
on how it actually plays.

It's a space focused antag, but there might not be enough people near
space in a given round. An ability to let them "capture" area's or let
them turn into a meteor or something might be needed later if they turn
out to be too passive.

They might also be _too_ oppressive in space. I designed them for
near-space combat, but may've made them insanely overpowered in in raw
space combat.

Probably wont do biddle, but might add more powers that you can reroll
every few minutes or something (like blob). Either wat it wont be this
PR

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-14 18:57:44 +00:00
necromanceranne
eaa4d71c3c Adds the Herculean Gravitronic Spinal Implant; An Athletics focused implant. (#84532)
## About The Pull Request

Adds the Herculean Gravitronic Spinal Implant. A personal gravity
dampener that affords the user improved physical performance without all
the effort of actually working out.

This implant improves the user's ability in a variety of minor but
useful ways Including;

1) Faster climbing speeds with climbing hooks and ladders. (Athletics
now also influences this time)
2) Slightly less damage from falling from a height.
3) Faster fireman lifting and placing onto tables.
4) An easier time working out and stronger in boxing.
5) Standing up just a bit faster.
6) Throwing things just a little further.
7) Tackle performance, including offense, defense and safety if you
miss.

You can improve the implant by using a gravity anomaly core on it,
transforming it into an Atlas implant. This implant has considerably
better bonuses compared to the baselines fairly minor even if numerous
benefits. It also forces personal gravity to normal values.

As a result, the total number of gravity anomaly cores is now 6.


![image](https://github.com/tgstation/tgstation/assets/40847847/11180524-9e5a-4146-922f-1b935ff34764)

Has some little floating rocks around your head while active.

## Why It's Good For The Game

I attempted to add something fairly similar in the past, but didn't
quite like simply making an entirely combat related implant. Instead,
I've changed the concept towards generally improving some minor physical
world interactions. Things that you may not really think about or
notice.

I really enjoy getting just slight tweaks to the small little gameplay
activities that come up every so often, and even if this won't appeal to
most players, I know someone will see this and think to find a way to
make the most of the implant in some way that I didn't even think about.

## Changelog
🆑
add: Adds the Herculean Gravitronic Spinal Implant; an implant that
makes you better at athletics. You can upgrade it into an Atlas implant
using a gravity anomaly core.
balance: Gravity anomaly cores have had their max number of cores
reduces from 8 to 6.
balance: Your athletic ability allows you to climb faster.
/🆑
2024-07-12 22:36:26 +02:00
Ghom
515ca7ea2f Adds the National Ice Cream Day. (#84791)
This PR adds the National Ice Cream Day (yeah, it's one of those
'murrican holidays) to the game, bringing a few niche ice-cream-related
effects to the game

During the Ice Cream Day:
- Crematoriums replaced with cre**a**matoriums.
- All cyborgs that don't already come with the treat dispenser are given
(a slightly weaker) one stuck in ice cream mode.
- Robot customers order ice cream thrice as often.
- The ice cream vat starts with two times and a half more ingredients.
- Ice cream cones can hold up to four times as many scoops as normal.
2024-07-11 23:19:05 +00:00
rageguy505
cd27dc8d58 exodrone sign part 2 (#84606)
## About The Pull Request
Adds a sign for the exodrone rooms
## Why It's Good For The Game
Sub-departments usually have signs to find them easier. Exodrone rooms
are usually out of the way.
i think 2 or 3 maps have them tucked away in maint.
## Changelog
🆑
add:Exodrone signage

/🆑
2024-07-08 22:13:52 +02:00
ArcaneMusic
26f6235a53 Fixes ore vents floating after a tendril collapses nearby. (#84730)
## About The Pull Request

Ore vents now provide a trait to the turf they spawn on,
TRAIT_NO_TERRAFORM, which does exactly what it says on the tin,
preventing the turf from being able to change into something else, like
a chasm. Ore vents already have `move_resist =
MOVE_FORCE_EXTREMELY_STRONG`, so they shouldn't be movable by any other
means anyway, resulting in them being stuck in the turf that they
spawned without admin tomfoolery.

![image](https://github.com/tgstation/tgstation/assets/41715314/84b1706c-a739-4e6a-9d7c-92940113d656)

## Why It's Good For The Game

Fixes #84463. Reasonably, too, we'll one day have other uses for
something that needs to avoid the turf changing on it as well such as
this.

I also sorted the turf traits because they were starting to get
non-alphabetical and I know that'll drive someone crazy if I don't fix
that while it's still early.

## Changelog

🆑
fix: Ore vents that are caught in the cross-fire of a lavaland tendril
collapsing will now spare the ore vent and it's associated turf.
/🆑
2024-07-08 22:12:34 +02:00
Ghom
a1366fc905 Night Vision Goggles update (#84594)
## About The Pull Request
This is a reboot of #84550 but with way less unbearable: mesons are off
the table and I've made the night vision tonalities lighter now, while
also improving the darkness cutoffs of some of them. Btw, you can also
turn night vision googles on/off now. Each pair of departmental night
vision goggles now comes with their own tint to boot.

As always, this doesn't affect nukies and ninjas. They're almost
garaunteed to keep their googles equipped and on at all time, so it
would honestly adulterate the overall experience a little.

Now, for some pictures...

In the dark, **top** row is **old**, **bottom** row is **new**. from
left to right: security, science, standard/meson, diagnostic, health:

![dank](https://github.com/tgstation/tgstation/assets/42542238/4eb0dc3d-5b3a-47b1-ad65-d3da138a9213)

In the light: security, science, no goggles, standard/meson, diagnostic,
health:

![lite](https://github.com/tgstation/tgstation/assets/42542238/6e56262f-8ed6-4ea9-bab7-2110bc589d65)

The screenshots were taken from varedited goggles on the servers because
it's bit faster than booting up a local server, plus I had to finetune a
few things.

## Why It's Good For The Game
So, I kinda wanted to give a bit of screen colors to goggles that was
not some sort of "optional, by default turned off" kind of crap nobody
cares about, however my previous PR was met with a lot of criticism,
which made me rethink how to do it. I honestly don't want it to be a
burden, but I do want to make them a bit fancier tho.

Also the the medical NVs (and perhaps sec NVs) were a bit crappier than
the rest.

## Changelog

🆑
add: Night vision goggles now subtly tint your screen.
add: You can turn your night vision goggles off. Doing so removes the
tint and the eye protection malus.
/🆑
2024-07-07 15:17:37 -04:00
ArcaneMusic
9c6dd433b3 Adds examine steps and code comments to window doors. (#84498)
## About The Pull Request

Window doors, unlike many machines and structures with multi-step
construction, was lacking a set of examine instructions to let you know
how to build it properly.

This PR adds those instructions, and basic instructions for
deconstruction as well to windoors and windoor assemblies to make using
them more seemless.

Also, updates some code comments in the file while I'm here because
they're just straight up incorrect, as it turns out!

## Why It's Good For The Game

In playing a round, I had absolutely no clue on how to construct a
windoor. I quickly checked the code, only to learn that the steps were
completely wrong in the documentation too, so this should help prevent
this from being an issue going forward.

## Changelog

🆑
qol: Examining a windoor will now provide the construction steps, like
other standard buildable objects.
/🆑
2024-07-05 20:35:22 +02:00
LemonInTheDark
e90a9b4b68 Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request

Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.

Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.

In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.

I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.

EDIT:

I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.

This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

![image](https://github.com/tgstation/tgstation/assets/58055496/601b422c-f6aa-42ba-bcd9-b1faebe236e3)


## Why It's Good For The Game

Old:

![image](https://github.com/tgstation/tgstation/assets/58055496/d4102386-420d-4346-b05c-b819e62d98d0)

New:

![image](https://github.com/tgstation/tgstation/assets/58055496/1f5e303e-adee-427d-8fe3-76c8f2dbe098)


## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑
2024-07-04 12:10:41 -07:00
Andrew
d4765c0657 Cytology without plumbing (#84235)
## About The Pull Request

Makes Growing Vat work as a normal machine akin hydrotray. 
Doesn't need plunger to clear reagents, doesn't need plumbing to input
reagents.
Still has the plumbing port, but can be used without it.
Also made the examine text a bit more compact.

Removed science plumbing RCD from the game.
Removed plumbing tools from cytology equipment, and added a protein
powder jug instead.


![image](https://github.com/tgstation/tgstation/assets/3625094/40d2d33e-f78d-4dc9-96e6-4b0fd231035f)

Automatically fixes #84573

## Why It's Good For The Game

Plumbing was an unnecessary complication for Cytology.

Growing vat is a relatively simple machine that shouldn't require
plumbing knowledge.
Now it works more like hydrotray, and you can pour reagents directly,
and clear them out with a right click.

## Changelog

🆑
refactor: Vat grower is a normal machine now that doesn't need plumbing
qol: Cytology petri dish smartfridge starts with 3 random samples
add: Added protein powder condiment bottle, available in the cytology
supplies locker and the cargo pack
del: Removed science variant of plumbing RCD
fix: Fixed a bug when machines without stock parts didn't spawn frames
on deconstruction
fix: Fixed vat grower not growing
/🆑
2024-07-04 12:04:31 -07:00
_0Steven
6d54498059 Improve bedsheet interactions (#84505)
## About The Pull Request

This pr simply adds drop/pickup sounds to bedsheets, replaces its
`attackby(...)` and `attack_secondary(...)` with `item_interaction(...)`
and `interact_with_atom_secondary(...)`, and makes tucking in match the
bedsheet `pixel_z` with that of the living we're tucking in. It also
removes a check that's no longer needed to allow for telekinetically
tucking someone in.

First bit of note, we use `item_interaction(...)` instead of
`wirecutters_act(...)`/`tool_act(...)` as I think tearing up the
bedsheets should be the interaction in combat mode too, and everything
under `tool_act(...)` only gets called with combat mode being off.

Second bit of note, we remove the `!user.CanReach(target)` check from
tucking people in, as I believe that's no longer necessary here. This
allows us to tuck people in telekinetically, given the bedsheets are
adjacent to the one we're tucking in.

Finally, we match the bedsheets' `pixel_z` with that of the living we're
tucking in by setting it directly, and also reset it directly when we
smooth the sheets.
I know the elevation element exists, but I believe that only cares about
living instances, and besides that really we only want this to be set
when tucking someone in rather than always. Most importantly, it works.
## Why It's Good For The Game

Using the new item interaction code is better than `attackby(...)` and
such.
Cloth sounds are nicer than no sounds, and make sense given they're,
well, cloth.
Tucking someone in with telekinesis is funny.

Previously, bedsheets would not offset their `pixel_z` to match that of
the living they're tucking in, meaning if you were to say rest upon a
table the bedsheets would always be awkwardly offset.
This fixes that.
## Changelog
🆑
code: Moved bedsheet interactions to the item interaction code. Please
report any issues.
fix: Bedsheets adjust their offset to match that of the living they're
tucking in.
sound: Bedsheets use the cloth drop/pickup sounds instead of being
silent.
qol: You can tuck someone in telekinetically.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-03 22:09:18 +00:00
jimmyl
bac55e33fd exorcises hardstun weapons + death/poly wands from lootboxes (#84414)
## About The Pull Request

exorcises hardstun weapons + death/poly wands from lootboxes
pulse weapons are of the taserless variant
also all nukeop guns are unrestricted let people have fun bro

also removes the enchanted modsuit from said loot

## Why It's Good For The Game

getting instantly paralyzed with a ranged gun is not fun, never will be
so we just remove those
also being able to use the guns you get from an admin
shitspawn/deathmatch prop is pretty much a fix???
polymorph wands and death wands are stupid and are just taser++ except
they kill you outright (polymorph could make you a rat that would count
as dead personally)
enchanted modsuit entirely shuts down basically 90% of other players
spells which basically invalidates the entire ragin mages map (which
sucks anyway)

## Changelog
🆑
balance: removed tasers, the unfirable turret gun, death wand, polymorph
wands and the enchanted modsuit from lootbox loot tables
fix: lootbox guns should now mostly not have syndicate firing pins so
you can actually use them
/🆑
2024-07-03 23:23:07 +02:00
Andrew
8fc1ab604c Linen bin/basket sprites (#84548)
## About The Pull Request

Updated the linen bin sprites and added a basket version available for
the mappers.

Also made it movable on top of the tables and added the tabletop offset
when anchoring.


![image](https://github.com/tgstation/tgstation/assets/3625094/a8a72036-0696-42b3-a4d5-8d8133fb1d03)

Also updated the cart flatpack sprite shading a bit while I was updating
the dmi.


![image](https://github.com/tgstation/tgstation/assets/3625094/9e408d20-e97e-4d46-bcfa-6f4bd0afe28c)

## Why It's Good For The Game

The sprite was old.

## Changelog

🆑
image: New linen bin / basket sprites
/🆑
2024-07-02 16:28:35 +02:00
_0Steven
0a77815fe9 Bedsheet bin interaction improvements (#84510)
## About The Pull Request

This pr just replaces the bedsheet bin `attackby(...)` with
`item_interaction(...)`, adds usage screentips to bedsheet bins, adds
more balloon alert feedback to failing to hide items in bedsheet bins,
and added `silent = FALSE` to the `user.transferItemToLoc(tool, src)`
calls' parameters such that putting items in isn't silent.

Main thing to note is that we skip hiding items when in combat mode,
such that you do not try to hide the item you are currently trying to
beat up the bin with.

Tiny second thing to note is that we explicitly `return .` in
`add_context(...)` due to adjusting the value of `.`.
## Why It's Good For The Game

Better to update `attackby(...)` to `item_interaction(...)`.
I think item interactions being internally consistent is more intuitive;
left click always being hiding feels nicer than left click being hiding
_except_ for tools where it's right click.
Then, I think hiding should be left click as "putting something in" is
the primary item interaction we're expecting, parallel to tables or
storage or racks or somesuch.

Nice to have screentips.
Nice to have more failure feedback.
Nice when things aren't silent.
## Changelog
🆑
code: Moved bedsheet bin interactions to the item interaction code.
Please report any issues.
qol: Made bedsheet bin tool interactions right click, such that left
click is consistently for putting in items.
qol: Added usage screentips to bedsheet bins.
qol: Added more feedback to failing to hide items in bedsheet bins.
sound: Made putting items in bedsheet bins not silent (If the items have
associated pickup/drop sounds).
/🆑
2024-07-02 02:17:58 +02:00
LemonInTheDark
7d1e9e1c0a Implements Cardinal Smoothing Support, Misc Smoothing Cleanup (#84402)
## About The Pull Request

[Implements a new cardinal only bitmask smoothing
mode](d565564918)

The icon cutter supports generating cardinal only dmis, we should
support using them.

This is fairly trivial, just involves skipping a step to handle
diagonals.

While I'm here, makes adding new smoothing modes easier by creating a
"using smoothing" group define

[Removes undef for smoothing
junctions](4c0a4d6e34)

It is useful to be able to reference these in the general codebase, they
should not be considered scoped to just icon smoothing

[Fixes a copypasta issue breaking burn states for asteroid
snow](a41b31dbe2)

[Removes SMOOTH_BROKEN_TURF and
SMOOTH_BURNT_TURF](8a9a340728)

Bitflags should not be this specific, this should be a var on
/turf/open, so that's what I'm making it.

## Why It's Good For The Game

Upstreams a bit of wallening work, cleans up the codebase some

## Changelog
🆑
fix: Some varieties of snow now visually melt properly again when burned
/🆑
2024-06-30 22:08:39 -06:00
SmArtKar
395028491d Gives captain's spare safe its own texture instead of being crunched up piss safe (#84462)
## About The Pull Request

Current captain's spare safe is just yellow colored scaled down normal
safe which looks **really** bad. So I decided to give its own texture.

![image](https://github.com/tgstation/tgstation/assets/44720187/3db60a75-4e85-4c84-924f-5db5e0f7a68f)

Updated version:

![изображение](https://github.com/tgstation/tgstation/assets/44720187/f2c61493-1e24-4041-902f-5ca7f5117073)

## Why It's Good For The Game
Crunchy recolors don't look very nice.

## Changelog
🆑
image: Captain's spare safe received a new texture
/🆑
2024-06-30 10:11:14 -07:00
SmArtKar
97b135a6c7 Vent-spawned wendigos no longer create one-way portals (#84230)
## About The Pull Request

Creates a vent-specific wendigo subtype that will not spawn a portal
upon death

## Why It's Good For The Game

Fixes #84119

## Changelog
🆑
fix: Vent-born wendigos no longer create one-way portals
/🆑
2024-06-29 23:08:10 -04:00
carlarctg
4eaa299c0b Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request

This PR was originally meant as a replacement for the Bloody Bastard
blade, but then I stopped existing for 7 months. Now that I'm here
again, I'm finishing the job once and for all.

### **HERETICS VERSUS CULTISTS**

### Heretics

Heretics can now sacrifice cultists, which will give them one of three
gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester.
The gifts given are weighted to be spread out equally with each type.
They will also gain one knowledge point.

- The Cursed Blade is a free heretic blade that is more powerful than
the normal heretic blade, including a small block chance. It can also be
used to draw heretic runes off combat mode.
- The Crimson Focus is a necklace that grants focusing and a minor
regeneration effect which also affects nearby heretics, at the cost of
gaining the BLOODY_MESS trait while wearing it. Additionally, it can be
squeezed to heal 50 points of brute/burn damage, injecting yourself with
three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy
Water. Yes, this isn't good.
- The Rusted Harvester is a heretic 'monster' summon. It's a normal
Harvester, but instead of Area Conversion and Forcewall, it has
Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but
only cultists, with a delay. It has an aura of decay, corroding the
environment and withering enemies near it, but it's VERY fragile.

Rusting cultist item dispensers will now cause them to turn into a
Heretic object. Altars turn into small heretic runes, Archives turn into
Codex Cicatrixi, Forges turn into Mawed Crucibles.

Ideally, Heretics would be able to gain an amount of these new powers
and use them to turn the tide against the cultists, amassing their power
and almost forming a sect of their own in turn which sweeps over and
converts the cult.

### Cultists

When a Cultist sacrifices a heretic, two things will happen:

- A new item will be available for creation at one of the dispensers.
- The Heretic will be trapped inside a powerful Haunted Blade.

`/obj/item/melee/cultblade/haunted`
`	name = "haunted longsword"`
` desc = "An eerie sword with a blade that is less 'black' than it is
'absolute nothingness'. It glows with furious, restrained green
energy."`

This blade will be stronger across-the-board than a normal cult sword,
and will even allow those who wield it to cast one heretic spell from
their previous path. The only downside? The heretic can also cast one
spell. It's up to the trapped spirit if it wants to help you, or be a
nuisance.

The unlocked items are:
- The Cursed Blade, again. For cultists, it can be used to draw runes
twice as fast as usual, and they can even right-click it to teleport to
safety, just like a heretic!
- The Crimson Focus, again. Cultists are twice as fast at carving spells
into their body, and they gain a 5th spellslot as long as they wear the
amulet. It still causes hemophilia and grants weak regeneration.
- The Proteon Orb. This orb will create a gateway to Nar'sie's own
realm, spawning one Proteon every 15 seconds, which ghosts can possess.
The gateways cannot be placed close to one another.

Originally, they were going to be able to create a Harvester Shell, but
there were some concerns of it being too OP.

The true Bastard sword has been fully deleted. The null rod conversion
has been changed to a Bloody Halberd instead.

I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp
stats.

### Other

All the items above can be used by both Heretics and Cultists, no matter
how they were first created. Hell, even normal crew can use them! This
is probably not the best idea a lot of the time, though.

There are a lot of other changes in this PR. A loooooot. I will likely
miss some in the changelog, but I'll try to be as thorough as possible.
There's probably also some leftover garbo that I didn't find and clear
out yet.

## Why It's Good For The Game

Cult and Heretics, despite being mortally opposed, have very few
interactions with eachother, especially now that the Blade's gone. The
only thing of note is just the Heretic's unfair complete resistance to
stun hand, which is only marginally better than the alternative. This PR
will reintroduce their animosity, and give both sides a very, very good
reason to fight eachother.

The Cult will gain a sick sword that keeps the heretic in the game, and
unlike with the original implementation, will recieve a cult-wide bonus
in the form of a powerful, well deserved, and fun new item to summon.

The Heretic will gain powerful trinkets and knowledge from the
sacrifices, incentivizing them to become a terrifying cult-hunter. And
if they do succeed in wiping out the cult, they will have quite the
rewards to help with their ascension.

The crew, while mostly unaffected, will have a damn good reason to not
just Side with the heretic, out of fear of what they may become after
the cult is stomped down. They can also use a few of the items here in
an attempt to get one up on either side, as long as they manage to stay
clear of the side-effects.

Let the heretics eradicate the apostates.

Let the cultists root out the heathens.

![image](https://github.com/tgstation/tgstation/assets/53100513/b43d5d94-d06d-43b8-9b10-57f5a4a32bdb)
The haunted longsword creates an aura of darkness (disabled for the
cultist for the image)
Sprites... are not great. Hopefully someone comes by and improves them.

code: Added get_inactive_hand() as an easy shortcut for carbons
code: Wall walker element can now accept a trait for wall-checking
fix: Fixed soulsword component being unable to invoke the post summon
callback
refactor: Turned Heretic rust turf healing into an element, given to
Rust Walkers and Rusted Harvesters
refactor: Converted Limb Amputation from an element to a component

Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im
cool
2024-06-29 12:40:33 -05:00
grungussuss
a6931b1e3b fixes cyborgs and monkeys not being able to buckle to chairs (#84113)
## About The Pull Request
closes https://github.com/tgstation/tgstation/issues/84047
## Changelog
🆑
fix: fixed cyborgs and monkeys not being able to buckle to chairs
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-06-29 15:19:08 +00:00
necromanceranne
fd17cc9fa5 Adjustments to athletics experience gain (#84258)
## About The Pull Request

Punching bags are now an actually reasonably alternative to the workout
machines for gaining athletics experience. They should be roughly
equivalent for stamina drain to experience gained.

Boxing in of itself is now a much better method of gaining athletics
experience. This encourages you to actually spar with people to train.

## Why It's Good For The Game

The punching bag is the single worst method in the game for getting fit.
The reason is likely that the math was never actually checked for
experience per stamina spent. While technically, it is possible to earn
this experience faster in a small window of time than the machine, you
are always still limited by your stamina drain. The rewards are
effectively dreadful for using the punching bag.

Boxing in of itself didn't give very good rewards despite being the
focus of Athletics. Now, getting punched by a boxer and punching a boxer
give pretty reasonable amounts of experience. Since it only matters for
boxing, it isn't exactly a Monk 2.0 scenario :U

## Changelog
🆑
qol: Punching bags are now a equal method of training to the fitness
machinery.
qol: Boxing grants more experience overall for participation.
/🆑
2024-06-29 01:15:07 +02:00
MrMelbert
4aa7bae77a Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode (#84083)
## About The Pull Request

### Dilemma 

So we've been running into a dilemma recently as we move more and more
items over (#84070, #83910)

Some things like modsuits, tables, washing machines, storage items want
to do their tool acts before their item interactions

In the past this was perfectly fine, because it was `tool_act` ->
`attack`, but now it's a problem, because it's `item_interaction` ->
`tool_act` -> `attack`.

Rather than resort to snowflaking, my idea is that we can move tools
back up the chain so deconstruction and other similar effects are
handled first, before anything else like putting the tool onto the
table.

### So why does it require non-combat-mode?

A large amount of tool acts early return if the user's on combat mode to
allow the user to smack the thing instead of using the tool on it. So
I've decided to walk back on what I said like a week ago and make this
standardized behavior.

### Misc

Reintroducing `tool_act` as a proc that exist means that atoms can
easily hook certain interactions that must happen very high in the click
chain, such as doing something that block storage insertion. Moves some
of the behaviors I put on the (admittedly rather hacky) new proc to
that.

(Also cleaned up a bit of lockbox and medbot code)

## Changelog

🆑 Melbert
fix: Fixed modsuit interactions slightly. No longer requires combat mode
to use tools on it, plasma core works as intended as well. (Using combat
mode, however, will make you insert the item)
refactor: Refactored lockboxes
refactor: Refactored medbot skin application
/🆑
2024-06-28 16:18:50 -06:00
SyncIt21
6d80956db1 Holodeck closet & crate items are marked as holograms (#84326)
## About The Pull Request
- Fixes #83834
- Fixes #74765

When a holographic closet/crate is opened for the 1st time all their
items are marked as holograms & get deleted when the simulation is
changed

## Changelog
🆑
fix: Holodeck closet & crate items are marked as holograms as well
fix: Holodeck closet & crate items delete themselves when the program is
changed
/🆑
2024-06-28 16:15:23 -06:00
Joshua Kidder
43bf03f2b4 Ashwalkers now start out in their proper faction; Lavaland mobs also have this if ashwalkers don't attack them (#84127)
## About The Pull Request

Ashwalkers and the various denizens of lavaland are meant to be
offshoots of whatever horrible gestalt consciousness encourages the
growth of necropolis tendrils. As such, I made some changes to their
factions and faction logic; ashwalkers are now in their own faction
instead of FACTION_NEUTRAL (this seems like a fix); as well, lavaland
mobs besides raptors now also have FACTION_ASHWALKER alongside
FACTION_MINING; they will be on the same side as ashwalkers as long as
ashwalkers don't attack them.

As a result, ashwalkers are a more serious threat to miners if they
manage to flee into a crowd of legion, goliath, watchers, or what-have
you. But by the same token, if ashwalkers take to attacking the mobs in
order to feed their nest, it'll be the current behavior, where the mobs
attack the ashwalkers on sight.

This has no effect on the megafauna of the area. They still have their
own set of factions, and they are NOT allied with ashwalkers.

As a result of this, ashwalkers who tame pets can order these pets to
attack people/things in the neutral faction, which will probably
primarily be miners, unless a method for them to attack the station is
introduced down the line.
## Why It's Good For The Game

Ashwalkers and lavaland fauna are meant to be part of the same loose
entity that's creating the tendrils and all the other messed up shit
going on down there. Ashwalkers are still sentient, however, and can
choose to break away from this connection to feed their own nest.

This change brings their mechanics in line with the lore, and also makes
them a slightly more serious threat to miners; miners are still likely
to dogwalk them after that tipping point of points where they have 12
lux pens and a PKA with a full set of mods.
## Changelog
🆑 Bisar
add: Ashwalkers now start out allied to lavaland fauna (except for
raptors). Attacking the fauna will break this alliance with the attacked
beast and any who witness it.
fix: Ashwalkers are now actually in the ashwalker faction, instead of
the neutral one.
/🆑
2024-06-28 01:25:24 +01:00
Andrew
fc13953b30 Removed tank dispenser UI (#84313)
## About The Pull Request

Removed tank dispenser UI, making the tanks dispense on left and right
clicks instead.


![image](https://github.com/tgstation/tgstation/assets/3625094/a9c0c214-040e-42b2-bf3a-4b1b8bda4007)

## Why It's Good For The Game

Less clicks. 

## Changelog

🆑
del: Removed tank dispenser UI to use left/right clicks instead
/🆑

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
2024-06-27 04:37:42 -07:00
Watermelon914
0db2a23faf Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.

The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.

This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.

Thanks to Meyhazah for the megacell icon sprites.

## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.

The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.

This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.

## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-06-25 00:32:19 +00:00
jimmyl
af12bccef8 wawastation stand-in shuttle (#84232)
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/70376633/1eacee70-2cdf-4d46-b653-d093d3112b7e)
"Due to a recent clerical error in the funding department, a lot of
funding went to lizard plushies. Due to the costs, Nanotrasen has
supplied a nearby garbage truck as a stand-in. Better learn how to share
spots."
## Why It's Good For The Game
every station has its shuttle

## Changelog
🆑
add: wawastation stand-in shuttle
/🆑
2024-06-24 17:12:57 -07:00
SmArtKar
4ac4375faf Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)
## About The Pull Request

Fixes #84170 
Adds pen clicking and changes some of edagger and pendriver code to use
it instead.
Also replaces most pen typechecks to writing implement checks where it
makes sense, so now you can rename things with everything you can write
with (crayons)


![3d6NwcATNp](https://github.com/tgstation/tgstation/assets/44720187/f6b3ba2f-f3de-4e40-827f-2bad153a92f4)

Twisting pen caps (for traitor uplinks) has been moved to ctrl + click
instead.
2024-06-24 16:08:37 -05:00
Thunder12345
c88438ea35 Removes the locker staff from Ragin' Mages deathmatch (#84060)
## About The Pull Request

See title, removes this particular staff from the loot list.

## Why It's Good For The Game

Locker staffs only serve to drag out the match unreasonably, while
denying everyone involved their time and fun. It's boring to be the
person trapped in one having to wait a whole minute to resist out, and
it's boring to be the last other person left alive unable to finish the
match because you can't find the other guy who is actually stuck in one
of the 20 lockers scattered across the arena.

## Changelog
🆑
del: Locker staffs have been removed from the Ragin' Mages deathmatch
lootcrate pool.
/🆑
2024-06-20 20:47:30 -06:00
grungussuss
9502f89146 Misha - the bear (#83949)
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/96586172/beeee166-f838-4bce-ab52-667ed566e25c)
Adds Misha the bear to icebox HoS office, a snow bear with the same
health stats as Sgt. Araneus.
## Why It's Good For The Game
With how easy it is to break into the HoS office on icebox (you don't
need any space protection) it never made sense to keep a slow pet in the
office. The bear is fast and deals 15 damage, while also resistant to
cold.
I think it adds more depth that the HoS tamed a bear on icebox and
trained it. Also the bear fits the map.
## Changelog
🆑 grungussuss
add: Added Misha the bear to the HoS office on icebox.
/🆑
2024-06-16 02:18:13 +01:00
MrMelbert
4c536fa5e2 After Attack Fixes (#83910) 2024-06-14 17:25:05 +00:00
MrMelbert
6fea9d999d Small playsound audit, particularly involving portal sounds (#83893)
## About The Pull Request

I was looking at sounds (as you do) and I noticed this


![image](https://github.com/tgstation/tgstation/assets/51863163/25b298ca-31ac-48a0-9f86-c65a8becd532)

These sounds don't exist

We have `portal_open_1`, not `portal_open1`. 
This wasn't caught on compile because they used `""` and not `''`.

So I went through and audited a bunch of playsound uses that don't use
`''`. Only one error, fortunately

Likewise there was a ton of places running `get_sfx` pointlessly
(because `playsound` does it for you) so I clened that up.

However while auditing the portal stuff I noticed a few oddities, so I
cleaned it up a bit.

Also also I added the portal sounds to the wormholes event and gave it a
free ™️ optimization because it was an in-world loop

## Changelog

🆑 Melbert
sound: Portals made by portal guns now make sounds as expected
sound: Wormholes from the wormhole event now make sounds when formed
/🆑
2024-06-13 23:47:37 -06:00
SyncIt21
b6369a47b4 Mouse drag & drop refactored attack chain (#83690)
## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

![Flowchart](https://github.com/tgstation/tgstation/assets/110812394/d92047ff-d94c-44a6-9e87-354c3d525021)

Brief summary of each proc is as follows

**1. `atom/MouseDrop()`**
- It is now non overridable. No subtype should ever touch this proc
because it performs 2 basic checks
  
a) Measures the time between mouse down & mouse release. If its less
than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a
drag but a simple click

b) Measures the distance squared between the drag start & end point. If
its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag
is considered too small and is discarded

- These 2 sanity checks for drag & drop are applied across all
operations without fail
  
**2. `atom/base_mouse_drop_handler()`**
- This is where atoms handle mouse drag & drop inside the world. Ideally
it is non overridable in most cases because it also performs 2 checks
- Is the dragged object & the drop target adjacent to the player?.
Screen elements always return true for this case
  
- Additional checks can be enforced by `can_perform_action()` done only
on the dragged object. It uses the combined flags of
`interaction_flags_mouse_drop` for both the dragged object & drop target
to determine if the operation is feasible.
     
We do this only on the dragged object because if both the dragged object
& drop target are adjacent to the player then `can_perform_action()`
will return the same results when done on either object so it makes no
difference.

Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used
by huds & screen elements or in case you want to implement your own
unique checks

**3. `atom/mouse_drop_dragged()`**
- Called on the object that is being dragged, drop target passed here as
well, subtypes do their stuff here
- `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

**4. `atom/mouse_drop_receive()`**
- Called on the drop target that is receiving the dragged object,
subtypes do their stuff here
- `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

## Why It's Good For The Game
Implements basic sanity checks across all drag & drop operations. Allows
us to reduce code like this


8c8311e624/code/game/machinery/dna_scanner.dm (L144-L145)

Into this

```
if(!iscarbon(target))
	return
```

I'm tired of seeing this code pattern `!Adjacent(user) ||
!user.Adjacent(target)` copy pasted all over the place. Let's just write
that at the atom level & be done with it

## Changelog
🆑
refactor: Mouse drag & drop attack chain has been refactored. Report any
bugs on GitHub
fix: You cannot close the cryo tube on yourself with Alt click like
before
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-06-13 13:28:41 -07:00
lizelive
10b6cb3496 make janitorialcart hold more water (#83829)
not 3 buckets in a trench coat
## About The Pull Request
 
the cart is big so it should hold more water

## Why It's Good For The Game

hives human janitors a point vs borgs or an assistant pulling a clean
bot
2024-06-13 13:08:28 -05:00
MGOOOOOO
66acc9007b Fixes catwalk deconstruction not yielding iron rods (#83909)
## About The Pull Request

Fixes #83875.

## Why It's Good For The Game

I was able to reproduce this bug in master, catwalk deconstruction
should definitely return the materials used.
2024-06-13 12:54:47 -05:00
GPeckman
a37a888ff8 Adds logging for ore vent mobs spawned and killed (#83942)
## About The Pull Request

Basically what the title says. Adds logging for every mob spawned by an
ore vent by type (bosses included). Adds similar logging for spawned
mobs being killed, that way people can tell if vents are being cheesed.
## Why It's Good For The Game

Logging is good. Also this:
![free
gbp](https://github.com/tgstation/tgstation/assets/21979502/329c75b7-f56b-4385-9a86-3d28965bc4f9)
## Changelog
No player facing changes.
2024-06-13 12:57:39 -04:00
MrMelbert
ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00
Da Cool Boss
f62cd39a51 Updates The Lizard's Gas (Lavaland ruin) (#83278)
## About The Pull Request
Before:
![before screenshot](https://i.imgur.com/j2dec69.png)
After:
![after screenshot](https://i.imgur.com/5Bbkugw.png)
![in-game screenshot](https://i.imgur.com/EmUvGID.png)
Notable changes:
Sinks replaced with custom liquid plasma dispensers.
Welding fuel tanks are now outside.
Solid plasma sheets removed.
Stony road is now a new tile, asphalt.
Added a plasma gas tank, with a controller inside.
You can refill plasma canisters using piping connectors, like the space
version of this ruin.
Shortened the road to make the ruin play nicer with terrain generation.
Expanded the back room slightly.
Moved the lizard to the back room so he aggros watchers and bileworms
less.
Gave the lizard a name, and adds a missing lizard plush.
Reinforces the outside walls/windows.
Adds some flavour items (trash spawners, posters and empty canisters).
## Why It's Good For The Game
There was a bunch of little things that annoyed me about this ruin, so I
went through and changed a lot.

Replacing the solid plasma and welding fuel sinks was important because
those were silly and added little to gameplay. The plasma chamber can be
siphoned off into canisters and taken to the station where they can be
sold, or sabotaged to create fiery clouds. Instead of removing the sinks
entirely, I made them dispense liquid plasma instead and changed the
sprites. Making them into solid sheets is a fun puzzle for miners to
solve.

The road also had to go. The pipes appearing above ground looked awful
and the decals didn't work. So now it's a section of asphalt road. The
asphalt can be removed, it's basalt underneath. This helps the outside
match Lavaland's pallette better. The road was shortened to make the
ruin more compact and look better when it generated over lava, I hated
the roads ending cleanly in the middle of a lava lake.

The inside didn't get changed a lot. Atmos was fixed so it filters out
Lavaland stink. Some minor cosmetic stuff like adding posters to bare
walls and moving the freezer section away from the door. The backrooms
got expanded and now has a sofa so it's more usable as a break room.
## Changelog
🆑
add: The Lizard's Gas ruin in Lavaland has been revamped, and now
dispenses plasma gas fuel.
/🆑
2024-06-10 16:38:53 -07:00
lessthanthree
30b9245adc Tram door fixes (#83672)
## About The Pull Request

- Fixes the emergency open spamming infinitely on bump open
- Tram doors have an associated assembly, can be repaired, rebuilt, and
constructed
- Adjusted door timings to better match the animation, no longer getting
briefly stuck on an invisible, open door

## Why It's Good For The Game

Fixing little issues that have surfaced

## Changelog

🆑 LT3
fix: Tram doors can now be constructed and assemblies built
fix: Emergency opening tram doors no longer spam balloon alerts
fix: Tram doors open faster on arrival
fix: Tram doors correctly force close on attempt 3 
/🆑
2024-06-09 18:52:04 +01:00
grungussuss
12c4688fe4 making installing card readers and airlock electronics into closets easier and more intuitive. (#83664)
## About The Pull Request
Before, you would have to weld the closet to perform any actions with
its electronics, now it only needs it to be closed and unlocked.
## Why It's Good For The Game
I think having to weld the locker before installing electronics didn't
make sense, nor was it intuitive as after asking any player how to do it
- they would say you can't since no one knew you had to weld it, in part
this can be blamed by the examine tips but I think this is much better.
## Changelog
🆑
qol: you now don't need to weld a closet to install/uninstall
electronics/card readers.
/🆑
2024-06-06 12:33:09 -07:00
jimmyl
c57afc4689 Wawastation (#82298)
- [x] #82282
- [x] map in aux base how the hell did i forget it
- [x] fill out maints
- [x] properly test the goddamn thing
- [x] fix major cameranets
- [ ] fix any issues
- [x] write a proper pr body

## About The Pull Request

adds this map to the map rotation

bottom level (24.5.2024)
![StrongDMM-2024-05-24 06 59
36](https://github.com/tgstation/tgstation/assets/70376633/6ca7cbef-88cb-4225-9814-8e521447a7f2)


upper level (24.5.2024)

![image](https://github.com/tgstation/tgstation/assets/70376633/8de5e61d-73a8-453d-8b87-025e5ab0b26a)





## general map details and department stuff
- the station is more focused on the bottom level, so falling in doesnt
roundremove you
- this is an asteroid station, so assistants can larp as dorfs and mine
towards the sweet loot
- there is plenty multiz usage
- service is the center of the station

**Service** - Is the center of the station. Arrivals docks directly in
the middle of the station next to Upper Service, so bar might get more
traffic. Not much different than normal Service, but janitors closet is
also present here, he sleeps on the floor. We do not talk about the
janitor. Above Bar is Library and Hydroponics with an overlook to look
at bar. The Theater has a big curtain and a podium directly in the bar.

29.3.2024

![ezgif-1-4549df2db8](https://github.com/tgstation/tgstation/assets/70376633/eb0d7b41-3bd9-444d-b74a-ec99ac6be649)


**Civilian** - Also in the center of the station, next to bar. There
isnt much to talk about dorms, its pretty normal.

**Cargo** - Absence of chutes that go to departments, reminder that mail
sorting is a thing. Cargo bay is a big open area with a boutique/shop
facing primary hall that starts closed, and Cargo has its own crate
elevator. Theres upper Cargo where mining, bitrunning and a secure
warehouse is located (There may be a murder scene). The quartermasters
office spans two z-levels and is relatively compact. Not much else
different from regular cargo. ~~Oh also the QM starts with an empty
PML-9 and a mostly functional rocket~~

29.3.2024

![ezgif-1-4d6bfe6c07](https://github.com/tgstation/tgstation/assets/70376633/cdac216c-2587-41d8-8ffd-5064378347eb)


**Medical** - Large centralized medbay, also two z-levels. There is a
public waiting room with triage and a reception. There is also an inner
elevator for the crippled. There are two medbay-access patient rooms
that are unrestricted from the inside, and two operating rooms. Medbay
has its own rad shelter. The virologist does not get their own
satellite, but is still relatively secure.

29.3.2024
https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif)

**Command** - AI Sat transit tube access is here. HoP has an open stall
facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic
bridge, Captain does not get his own office but gets a really
comfortable quarters with his own emergency mass ejection for abandoning
ship. The council meeting room is present above bridge, with ERT Ferry
dock docking inside adjacent to the council room.

**Security** - Mostly bottom z level security. Very compact brig cells,
and a meeting room that everyone that is related to security may spawn
in if youre lucky. Warden has a weapon handout point facing the inner
security hall and the equipment room. Reeducation chamber has a shocked
grille treadmill. HoS and Warden Room and armory are on the upper
z-level, and warden has a VERY good overlook over permabrig. Armory is
seperated into nonlethal to mostly nonlethal and lethal.

29.3.2024

![ezgif-1-d833de73fc](https://github.com/tgstation/tgstation/assets/70376633/860d4d7e-c250-4ad2-a2d6-4ae126defab5)


**Science** - Also pretty centralized, breakroom with a smoking corner,
two z levels and a big overlook. RD office overlooks toxins and bomb
site. Genetics and RD Office is on the upper floor, with a science
exclusive monkey exhibit. Xenobio is thick due to proximity to bomb
site, otherwise normal.

29.3.2024

![ezgif-1-4f8814ece9-1](https://github.com/tgstation/tgstation/assets/70376633/73afd9da-f37b-402b-aead-84f81c13cf7b)


**AI Sat** - Okay at this point assume any department is multiz. The
antechamber is an elevator and the turrets are on said elevator. The
elevator may be sent to the top level by engineers, where the AI core
is. Telecomms is on the bottom level, and AI core is above it. Contains
a borg entertainment room, and also the upload. The elevator being
raised is necessary to properly enter AI Room.

**Engineering** - Contains a less stale but still average and less than
optimal SM setup. Prone to catastrophic disaster. The SM Room is two
levels and very open, and CE has a trapdoor directly into the shard.
Turbine is above atmospherics, so is the crystallizer. The HFR and main
atmos and distribution room are on the bottom level. Piped by **Kendra
Hunter**. Contains a built in electrolyzer corner so atmos mains stop
gutting the aesthetics to place down some dumb machine.

## Why It's Good For The Game

another interesting map into the roster, different from the other multiz
maps in the form that you dont get stuck in hell by falling down a hole

todo write better section

## Changelog
🆑
add: wawastation, the station map
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-06-04 07:11:13 -07:00
vendingmachine24
8b85034859 Fixes grammar in cat_house.dm (#83651)
## About The Pull Request
Capitalizes and adds a period to the inspection text of the cat house.
## Why It's Good For The Game
Grammar is good. I like grammar.
## Changelog
🆑
spellcheck: Changed grammar in cat_house.dm
/🆑
2024-06-04 07:56:00 +02:00
John Willard
7d6adad613 Toilet and urinal updates (flushing dead fish included) (#83490)
## About The Pull Request

I split the water closets file into a folder for all the different
structures and also did a few other things
1. Remakes https://github.com/tgstation/tgstation/pull/81914
2. Reworks toilets, it’s now Alt Click to open/close the cover, left
click takes things out of the toilet and cistern, right click flushes
3. You can now put dead fish in the toilet to flush it
4. Adds context tips to toilets. 

## Why It's Good For The Game

When I was a 7 year old boy, I had a friend goldfish named Jeremy. He
was my greatest friend until one day when my brother told me it’s for
babies and flushed him alive down the toilet, and I’ve never seen it
again.

Closes https://github.com/tgstation/tgstation/issues/81903
Lets you flush down people’s fish in the toilet, and re-experience their
loss.

This was inspired by my lawyer fish PR, to add things more on the
non-fishing side of fish.

## Changelog

🆑
add: You can now flush toilets. You can also put fish in the toilet. And
flush them.
fix: Urinals can no longer be used to delete items.
fix: Urinals no longer grant infinite urinal cakes. 
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2024-06-01 17:49:33 +00:00
Time-Green
b3fbfb6d53 Fixes railings being invisible (#83584)
Fixes #83575 

Kinda my fault, I looked at
https://github.com/tgstation/tgstation/pull/83450, thought the railing
code was weird and then forgot or something.

I've reverted the changes and instead changed the map to not spawn walls
on railings, which I probably should've done when I made the area

🆑
fix: Fixes railings being invisible
fix: Snow walls dont spawn on railings anymore in icebox
/🆑
2024-05-31 16:49:28 -06:00
Rhials
a05321db2f Increases move resistance on NODE Drones, adds handling for when the drone is seperated from the node (#83309)
## About The Pull Request

NODE Drones now have higher move resistance
(MOVE_FORCE_EXTREMELY_STRONG), preventing them from being bumped off the
node, pulled away, or lifted away by a fulton extraction kit.

As an extra layer of assurance, the NODE Drone will depart from the site
if it is moved off of its vent.

## Why It's Good For The Game

Closes #83164.

I'm pretty sure these things shouldn't really be ever moving off of
their vents.
## Changelog
🆑 Rhials
fix: You can no longer force NODE Drones off of ore vents. That includes
using fulton packs!
fix: When a NODE Drone is forcibly separated from its vent, it will fly
away.
/🆑
2024-05-30 12:46:48 +01:00
Afevis
54f9ea034c Iceblock flora generation fixes (#83450)
Fixes #83438

🆑 ShizCalev
fix: Trees will no longer be growing through railings on forest planets
fix: Trees/plants will no longer grow through wood pathways on Icebox
fix: Railings will no longer appear ontop of rock walls on icebox
/🆑

Old:

![image](https://github.com/tgstation/tgstation/assets/6209658/094c1708-ac4a-4e1a-acff-9d308a376476)

Fixed:

![image](https://github.com/tgstation/tgstation/assets/6209658/16c0af8b-4293-4b53-98b7-14093244447a)
2024-05-29 22:05:49 +02:00
YesterdaysPromise
8eb3b51ad9 /icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request

In my effort to make the /icons/ folder cleaner and more intuitive
instead of having to rely on recalling names of stuff and looking them
up in code to find them for poor sods such as myself, plus in spurt of
complusion to organize stuff, here goes. I've tracked all changes in
commit descriptions. A lot still to be done, but I know these waves go
over dozens of files making things slow, so went lighter on it.
Destroyed useless impostor files taking up space and cleaned a stray
pixel on my way.

## Why It's Good For The Game

Cleaner /icons/ file means saner spriters, less time spent. Stray pixels
and impostor files (ones which are copies of actually used ones
elsewhere) are not good.

## Changelog

🆑
image: Cleaned a single stray pixel in a single frame of a bite
telegraphing accidentaly found while re-organizing the files.
/🆑
2024-05-25 21:08:08 -07:00