* Feex (#62734)
#60690 added a feature to job ID trims allowing them to set a proper job for the bank account.
However, it used job datums instead of job singletons. Vending machines expect bank accounts to have job singletons.
I have added a simple fix. In New(), the appropriate job singleton will be instantiated in place of the ID card's job path.
All other code utilising this variable in game/machinery/accounting.dm now just works.
* Fixes the accounting machine assigning bank accounts that bluescreen vendors.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Gives Atmos tech external access by default (#62126)
Right now Atmos Techs have external airlock access only on skeleton crew.
So on a high pop round if you are the guy that is trying to repair a breach you need to use one of the 3 external airlocks you have access, Arrivals, Departures or Atmos, to move in/out and start repairs instead of being able to use the nearest external airlock to the breach.
This PR changes that.
If repairing the station is annoying/too much effort the players will simply not fix it.
Right now, if you fix a breach on a department and want to go into it to do further repairs, you either need to trap yourself into the breached room, screaming at the AI/hacking your way back into the main department area or walk all the way to one of the 3 airlocks you have access and then follow the hallway back to the department entrance, probably going across multiple external airlocks on your trip.
Or you just put down a holo fan, weld a external wall down and you are back inside the station in 30 seconds with no issues.
The lack of access is mostly a trap for new Atmos Techs.
* Gives Atmos tech external airlock access by default
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Improves readability on id_trims/jobs (#61484)
So anyway, I want to buff Atmospherics Technician access with my hard earned GBP, accidentally fell into the refactor rabbit hole and decided I should make things cleaner first...
Just makes things easier to read, now the extra extra_access is added on top of the minimal_access so it is easier to see which jobs have access to what based on the pop/config options.
I wanted to rename a few things on the config but since skeleton crew access is something that admins are talking about I will leave it for later and just improve readability here.
Also, this was a lot of copy pasta, moving things to be in alphabetical order, removing unnecessary ones, I read it 10 times but I might still have lost some access in the pool so scream at me if I dropped something.
Did you know the HoS had access to maints twice? I know command has benefits above the crew but twice the maint access is too much...
Hopefully it will be harder for small mistakes like this to slip by.
* Improves readability on id_trims/jobs
* Fixed our job access, hopefully.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.
Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.
Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.
Makes the code more legible and makes mapping less painful.
(The payment has been made)
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes the accounting machine by granting unassigned accounts to new savings accounts. (#60690)
* Fixes the accounting machine by granting unassigned accounts to new savings accounts.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Removes SSmapping delayed config loading. (#59328)
Does it in /New instead
* Deletes code that has a comment stating that it should be deleted after an issue that is now closed is resolved.
Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
* Minor repalettes of some ID cards and trims (#59240)
* Add files via upload
* Update jobs.dm
* Minor repalettes of some ID cards and trims
Co-authored-by: Kokonut <38844529+maxymax13@users.noreply.github.com>
* Fixes ID trim singletons ignoring config flags. (#57406)
* Fixes ID trim singletons ignoring config flags.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>