* Move current pick_weight consumers to not pass in zeros (#62940)
About The Pull Request
pick_weight_allow_zero was a backwards compatible hack, so it exists alongside pick_weight.
I would really like to just remove the old proc and just rename it, so I want to log what, if anything, is relying on this behavior, to see if it's a bug or if it needs to be handled especially in that case.
* Move current pick_weight consumers to not pass in zeros
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* space_heaters on process_atmos() (#62760)
Consistency between the various systems, space heater affected how atmos worked, should be processed on the same level (Maybe makes it operate twice as "strong"? but that's ok it's a bit bad now anyway -Lemon)
* move space heaters on process_atmos()
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Fixes some issues and an exploit with abandoned crates. (#62949)
* Fixes some issues and an exploit with abandoned crates.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Washing machines can now shrink old t-shirts. (#62296)
About The Pull Request
image
Worn T-shirts, found in maintenance are now susceptible to shrinkage after repeated washing machine washings.
Too many machine washes can cause the shirts to shrink to the point that they simply disappear to the laundry dimension, as does real clothes in real life.
Why It's Good For The Game
Fun little hidden interaction with laundry machines due to my having noticed that laundry machines exist in the code still.
Changelog
🆑
expansion: Laundry machines can shrink particularly old, worn t-shirts. Remember kids, hand wash only.
/🆑
* Washing machines can now shrink old t-shirts.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Bonfire can be made with wood (#62939)
Co-authored-by: Colovorat <lolqwert569@ gmail.com>
* Bonfire can be made with wood
Co-authored-by: Colovorat <35225170+Colovorat@users.noreply.github.com>
Co-authored-by: Colovorat <lolqwert569@ gmail.com>
* Stun Batong now turns off/on constantly for short time after emp (#62943)
About The Pull Request
title
Why It's Good For The Game
i dunno, seems funny it gives more depth or something allows for more intresting interactions
Changelog
🆑
expansion: Stun Batong now turns off/on constantly for short time after emp
* Stun Batong now turns off/on constantly for short time after emp
Co-authored-by: Colovorat <35225170+Colovorat@users.noreply.github.com>
* Refactors Sign Language & Fixes Inconsistency (#62836)
Refactors Sign Language code so instead of copy-pasting the same giant wall of checks we can just use a proc.
Also now checks to see if your limb is disabled, which fixes people with disabled robotic limbs being able to sign still.
Finally, the tongue only has ORGAN_UNREMOVABLE if you attained it from the trait. I've been told that the tongue could be attained from meateors and I think that's funny as hell so I swapped that over.
* Refactors Sign Language & Fixes Inconsistency
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Exempts non-deadminned admins from all the chat filters so they can break the server rules and get banned if they want to. (#62944)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Exempts non-deadminned admins from all the chat filters so they can break the server rules and get banned if they want to.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Replacing more C-style for loops with the faster, traditional ones. (#62908)
* Replacing more C-style for loops with the faster, traditional ones.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Adds a new poster to commemorate the end of an era (#62885)
* Added a new poster
* Adds an extra layer of grime.
Co-authored-by: Farquaar <(tgGithubPW0)>
* Adds a new poster to commemorate the end of an era
Co-authored-by: Farquaar <44147031+Farquaar@users.noreply.github.com>
* Pacifists can no longer attach c4 to other living creatures. (#62903)
* Pacifists can no longer attach c4 to other living creatures.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* implements pews needing a tool to be rotated (#62373)
About The Pull Request
PR'ed for Hacktoberfest (so if this passes muster I'd appreciate it being tagged with hacktoberfest-accepted)
Pews now require a wrench in hand to be rotated
closes
Can rotate pews #50136
image
Why It's Good For The Game
This prevents people from easily messing up the chapel and publicly placed pews
Changelog
cl
add: Wooden pews now require a wrench in hand to be rotated
/cl
* implements pews needing a tool to be rotated
Co-authored-by: phasenoisepon <82134074+phasenoisepon@users.noreply.github.com>
* Fixing quantum pads teleporting themselves, or How I Stopped People Stealing The Self-Destruction Terminal (#62849)
* Fixing quantum pads teleporting themselves, or How I Stopped People Stealing The Self-Destruction Terminal
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Gets Rid Of An Errant Space From The Baton Knockdown Message (#62865)
* Gets Rid Of An Errant Space From The Baton Knockdown Message
Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
* nitryl and stimulum merge in nitrium (#62061)
This PR is the first of a few were i'll be merging similar working gases into one.
This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases
The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?)
The PR so far:
-removed nitryl
-removed stimulum
-merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K)
-made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken
-Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas)
Less rare gases, going towards a better atmos gameplay loop
* nitryl and stimulum merge in nitrium
* Fixing blackmesa
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Ringers work now
Added entry on the list
moved PDA colors and style to character prefs
Works as far as I can tell!
* Made requested changes
Description less overly specific and meta-referencey
Sanitized input
* Adds New Aquarium Fish! (#62840)
* fish
* fixes broken stuff
* no emulsijack betrayal, emuslijacks will now reproduce
* Adds New Aquarium Fish!
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* New/Modification sprite for the barrier grenade (#62775)
imageadd: New barrier grenade sprite
* New/Modification sprite for the barrier grenade
Co-authored-by: UnokiAs <82665345+UnokiAs@users.noreply.github.com>
* EFT
* E
* EEE
* E
* INTO TO ORBIT
* I hate this but I'm going to ignore it.
* Seriously, fuck this.
* Update CentCom_skyrat_z2.dmm
* Update tgstation.dme
* oops
* Update positronic_alert_console.dm
* E
* carpswag (#62811)
expansion: Carpskin suits and fedoras can now be crafted using carp scales.
* Da carpskin tailoring expansion: New luxurious carpskin suit and fedora.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* Smooths the gliding of moving trams and its passengers. (#62587)
This makes the glide size of movables inside a tram match that of the platform they are on when the tram is moving (which should in turn match the tramprocess substystem wait).
This will stop slower mobs from looking all jittery when moving on a tram at the cost of a blockier movement while moving inside a moving tram*. This is a small price to pay also considering there's not much space to move around inside the tram anyway and it isn't as annoying.
*Byond/our code doesn't support concurrent glide sizes ( basically if you try to change it midmovement, it'll also update the speed of the current movement step). There's no efficient and universal solution to this.
* Smooths the gliding of moving trams and its passengers.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* The atheists fedora now makes you try to get further from god (#62821)
Co-authored-by: Thunder12345 <stewart@ critar.demon.co.uk>
* Fixes Atheism
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Thunder12345 <stewart@ critar.demon.co.uk>
* Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets. (#62813)
* Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Stops HFRs (and other INDESTRUCTIBLE machinery) from being able to be blown up if an explosion's epicenter is on the tile (#62164)
* Stops HFRs from being able to be blown up if an explosion's epicenter is on the tile
* Stops stationloving objects from being able to be teleported to HFR core
* Automatically add PREVENT_CONTENTS_EXPLOSION_1 to all INDESTRUCTIBLE machinery
* Document reason for PREVENT_CONTENTS_EXPLOSION_1 flag being needed
* Stops HFRs (and other INDESTRUCTIBLE machinery) from being able to be blown up if an explosion's epicenter is on the tile
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Changes chem lockers to pharmacy access (#62531)
About The Pull Request
Changes the access requirement of chemistry lockers from chemistry access to pharmacy access
Why It's Good For The Game
It's a minor change that I'm making it mostly to remove the clutter of needing to ask a chemist, the CMO or god forbid the Captain (if you get really unlucky with how the station's roles are assigned) to open the chemistry locker in pharmacy if you want to get an empty pill bottle or medical gel as an MD. It's not going to allow anyone that wouldn't already been able to easily get the things from the locker to obtain them or vice versa, and it makes sense for MDs to have easy access to most of the items inside. It's just QoL.
If there was different code for each, I'd make this change only for the chem locker in pharmacy, but that isn't the case and having it also affect the one in plumbing has virtually no consequences
Changelog
cl
qol: changes the access requirement of chem lockers from chemistry access to pharmacy access
/cl
* Changes chem lockers to pharmacy access
Co-authored-by: FernandoJ8 <80640114+FernandoJ8@users.noreply.github.com>
* Antag HUDs will now animate if you have multiple antagonists, and will no longer clear on deconversion (#62718)
About The Pull Request
This is for the admin combo HUD. Players shouldn't notice any difference (except at roundend).
2021-11-09T16-27-26.mp4
Removes the ability to set custom antag HUDs for custom admin teams for complexity, though if there's a large enough demand I can try to bring it back in another PR.
Fixes#59767
TM candidate only so that I can make sure antags aren't getting leaked to people who shouldn't see them.
Changelog
cl
fix: Antag HUDs will no longer clear on deconversion if the player was another antag.
qol: Antag HUDs (as seen by admins and at the round end) will now animate between all antagonists, rather than just choosing the most latest.
/cl
* Antag HUDs will now animate if you have multiple antagonists, and will no longer clear on deconversion
* Update sol_fed.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* The witchunter hat no longer makes you look bald (#62793)
Removes the HIDEHAIR bitflag from the withchunter hat
* The witchunter hat no longer makes you look bald
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
* Removes cryostasis pods from the game pending creation of a proper design document
* Axe body spray
* Update ai.dm
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Routine Cargo Departmental Deliveries (#61992)
About The Pull Request
Document: https://hackmd.io/@ bazelart/HkY-SO9VF
Each department's request console is upgraded. Instead of making requests, they are only able to see crates related to their department that helps the department. They can order one for free (so not out of anyone's wallet) and it will arrive at cargo. Cargo gets the price of the ordered crate for bringing it to the department that ordered it (via an area check, of which the crate will remain locked until satisfied, emitter cracking aside).
Ordering a crate puts the console on a cooldown depending on the price of the crate ordered. The time ranges from 10 minutes at the lowest value, to capped at 20 minutes at 4x the default crate's price. the price in time follows a ease in out circular function, where the time increases slowly as the time goes up, but a lot in the middle. towards the higher end it slows down again.
Cargo will start with far less money, but this is countered by the new source of income.
Finish Mapping it
Finish tgui panel for department orders
Testmerge it for balance and feedback who cares
Maybe give multiple destination areas, just in case one area gets obliterated who cares!
Why It's Good For The Game
Cargo starts with a budget to spend on themselves, which lets them order their department rewards before doing anything. There is no inherent reward to delivering to other departments other than social expectations of filling the job, which means cargo will simply ignore deliveries and requests if there are more self-important things going on, since those deliveries both cost cargo and do not help cargo in any way
Changelog
cl
add: replaced the request consoles in each department with department order consoles, which order for free on a cooldown. cargo gets these orders and delivers the crates, which are locked until delivery. upon delivery, cargo gets paid the value of the crate, and can then sell the crate back on the shuttle.
balance: cargo doesn't start with a budget, other departments get what their budget was split up amongst them
/cl
* Routine Cargo Departmental Deliveries
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* [s] Fixes an exploit in chef order console that potentially let players lag the server (#62724)
* Update chef_order.dm
* Update chef_order.dm
* Update chef_order.dm
* [s] Fixes an exploit in chef order console that potentially let players lag the server
Co-authored-by: CocaColaTastesGood <47264839+CocaColaTastesGood@users.noreply.github.com>