* 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>
* Fixes a few cargo exports problems. (#62686)
About The Pull Request
Cargo exports will now start deleting the thing and its contents only after everything has been sold and hopefully stop objects from being deleted before getting sold (no export datum actually deletes anything on sell_object()). This PR also removes a variable only used in one place (an admin only item created by ExcessiveUseOfCobblestone, who probably didn't know there's an argument that stops unsold items from getting deleted) and that may be source of harddels.
Why It's Good For The Game
This will fix#62644, perhaps some harddels and other oddities.
Changelog
cl
fix: Cargo exports will now start deleting items only after everything is sold. This will fix issues such as unachievable exports (like machine ones) and getting less credits than what export scanners says.
/cl
* Fixes a few cargo exports problems.
Co-authored-by: Ghom <42542238+Ghommie@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>
* Modern Armor For The Modern Age - Marine ERT's Armor Update (#62714)
* Modern Armor For The Modern Age - Marine ERT's Armor Update
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@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>
* 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>
* Fix Atmos/Mining hardsuits (#62663)
* Removes the rad shielding from the Atmos hardsuit and fixes the allowed list on the Mining one.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Ports BeeStation Cloak sprites by Naevii! (#62603)
imageadd: Ports BeeStation cloak
* Ports BeeStation Cloak sprites by Naevii!
* Makes the cloaks use the /tg/ ones since it's the same icons
Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes Centcom suit stuff (#62613)
For some reason, the new icon I made for the CC suit just disappeared off the face of the earth, why? I do not know. How? I also do not know, but I have fixed it.
Also, the helmet and gas mask's icons didn't work. Why? Again, do not know. But I've fixed it by brute-forcing their icon paths and states, prob not the most efficient way, but it works. :V
* Fixes Centcom suit stuff
Co-authored-by: AxieTheAxolotl <86872535+axietheaxolotl@users.noreply.github.com>
* (hopefully) gets all the sec items that were missed in the reskinning
* i am an idiot
* *sigh
* please work
* subtyped the cossack coat, made a few capital Os
* Update misc.dm
* Update modular_skyrat/modules/customization/modules/clothing/suits/misc.dm
Co-authored-by: louiseedwardstuart <bonniefluff>
Co-authored-by: louiseedwardstuart <bonniefluff@protomail.com>
* Improves the code for my donator item (just a bit)
* Fixing the description a bit
* Makes it clearer where my code ends so it's clearer in the future for other people's donator items.
* Making it actually work, with SOUND!
* Whoops!
* Syringe guns new sprite and become bulky (#62443)
This PR change the syringe gun sprite, the syringe gun is now bulky and can only be placed on back slot or suit storage with labcoat, medical windercoat and biosuit.
* Syringe guns new sprite and become bulky
Co-authored-by: UnokiAs <82665345+UnokiAs@users.noreply.github.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* heavily EMPing suit sensors will now short them out instead of randomizing them (#62393)
Heavily EMPing a jumpsuit or another piece of under clothing will now short out its suit sensors (as if they had shorted out from damage to the jumpsuit) instead of randomizing their setting. You can repair them with a cable coil as normal.
The sensor list will now be updated when your jumpsuit is EMP'd to reflect any possible changes in suit sensor status.
Under clothing will now respect the EMP_PROTECT_SELF flag.
This makes the primary counter to bloodthirsty paramedics not RNG-dependent.
* heavily EMPing suit sensors will now short them out instead of randomizing them
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
* removes double spaces before symbols
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes corgi hats stuck to them forever & SAVES HALLOWEEN (#62318)
About The Pull Request
Corgi hats used to resist any attempts at removing them from the corgi wearing said hat. This fixes that.
Also fixes#62297 by giving carved pumpkins and blumpkins their own dog_fashion datums.
Why It's Good For The Game
Corgis are now no longer stuck to wearing one hat. Spookifies Ian for Halloween with two amazing pumpkin hats.
image
Changelog
cl
expansion: Spooky headless corgi spirits have been sighted across the Sector!
fix: fixes hats glued to corgis' heads when dressing corgis up
/cl
* Fixes corgi hats stuck to them forever & SAVES HALLOWEEN
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
* Initial commit, first PR added, small sprite tweaks done myself
* hardsuit tail sprite and more modifications
* Language and stuff, most of second PR
* idk what I did here because I slept between commits but probably a lot
* Adds many many matrix coloured earsprites fuck me this was a lot of work
* Species page, body markings and final cosmetic changes
* Small tail tweak
* Small clothing sprite tweak
* Linter: trailing newline
* schechi icon made, code clothing moved to modular/master file
* Some suggestions implemented
* Comments etc
* snake_case
* Changes var names, rejects body size modification
* again but properly this time
* Moves clothing pixel stuff into defines
* Quirks can be restricted for some species now
* And now it actually works
* Move to modular file
* removes species quirk stuff
* Fixed Schechi
* Fixes 0 damage punch, made a husk sprite
* improves clothing sprites, fixes offsets of 'certain' bodyparts... :/
* Nevermind, it just doesn't work, no dicks for you
Co-authored-by: Ranged <nickvanderkroon@gmail.com>
* Nearsighted quirk lets you pick the look of the glasses you spawn with (#62145)
expansion: Nearsighter quirk now lets you pick the look of your prescription glasses from the character preference menu
imageadd: Added thin prescription glasses
* Nearsighted quirk lets you pick the look of the glasses you spawn with
Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Sec PlasmaMen Max Suit Sensors (#62192)
Security Officers that spawn with normal jumpsuits have their suit sensors to maximum by default, Plasmamen should be the same.
* Security Plasmamen spawn with maximum suit sensors.
Co-authored-by: MentalCow <92743514+MentalCow@users.noreply.github.com>
* Adds a cool pair of salesman shades to the maintenace loot pile (#62141)
Adds a pair of tinted glasses to the maintenance loot pool that has a unique effect when the wearer is at low sanity. Also adds a signal that sends the sanity amount of a mob every time SetSanity is called.
* Adds a cool pair of salesman shades to the maintenace loot pile
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
* Disco Elysium suits (#62113)
Re-opening goof's PR that was closed earlier this week: #61401 that ports Disco Elysium sprites from Fulp's old repo: TheSwain#306 but with fixes to armhole issue on the under/jobs/security sprites and minor punctuation corrections on some item descriptions.
* Disco Elysium suits
Co-authored-by: Horatio22 <69338705+Horatio22@users.noreply.github.com>
* Fixes holoparas breaking their user's glasses when manifesting. (#62058)
Fixes holoparas breaking their user's glasses when manifesting: #61767
Adds a check for IN_INVENTORY when a mob moves onto the same turf as glasses.
* Fixes holoparas breaking their user's glasses when manifesting.
Co-authored-by: Coconutwarrior97 <40315842+Coconutwarrior97@users.noreply.github.com>
* The start
* More work
* firing modes
* Now displays ammo type when swapping and examining
* code refactoring
* replaces a bunch of code
* custom medicell text
* Update emitter.dm
* removes some testing stuff that isn't needed anymore
* repaths medicells
* This bothered me
* now uses conversion kit framework from https://github.com/Skyrat-SS13/Skyrat-tg/pull/8506/files instead of crafting
* [s] Cleanup escalation unsafe procs (#61905)
Fixes admins spawning in atoms and datums without the DF_VAR_EDITED flag
* [s] Cleanup escalation unsafe procs
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Mime Fan vs Clown Enjoyer (#61818)
Changes the flavor of the clown fan quirk to something more appropriate
* Mime Fan vs Clown Enjoyer
* Update maint_loot_common.dm
Co-authored-by: Hulkamania <39933245+JetBrody@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>