* 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>
* Changed fermichem related values for Inacusiate and Multiver (#62467)
* [READY] Inacusiate and Multiver (making them humanly possible to mix with purity 1)
Co-authored-by: LordVollkorn <66637090+LordVollkorn@users.noreply.github.com>
* Hydroponics Tray USB Port (plus a tiny refactor needed to fit it in) (#62652)
Adds a USB port to constructable hydroponic trays. I had to refactor some hydro tray code, which is kinda old, to fit the USB circuit and the new signals in.
* Hydroponics Tray USB Port (plus a tiny refactor needed to fit it in)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Felinids don't like getting sprayed with water. (#59506)
This PR is an ode to @ Ryll-Ryll, who inspired me to try and find fun, silly things to PR to try and make people smile.
About The Pull Request
Felinids now get a SMALL and SHORT mood debuff when getting sprayed with water. The intent of this PR is not to provide content to grief felinid (flashback to the "Felinids hate water" pr), but rather to provide a funny interaction.
Bonus point (Suggested by Ninja) : Getting sprayed with water interrupts do_after. Felinid climbing on your table ? Pssshttt. Straight in the face.
PR with permission from @ ninjanomnom
Why It's Good For The Game
Light-hearted fun and a bit of flavour to felinids.
Changelog
cl
add: Felinids don't like getting sprayed with water.
code: Adds a new status effect, incapacitated, which causes your do_afters to stop.
/cl
* Felinids don't like getting sprayed with water.
* Yes
Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* [MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)
About The Pull Request
Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.
This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.
Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.
Some implications of this setup were:
You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.
Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:
endless-stack-of-intercoms
Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!
Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used
Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.
Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.
tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game
fml
Changelog
cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl
* [MDB IGNORE] dir sanity, primarily on WALLITEMs
* apc directionals
* bluespace vendor fix
* defib fix
Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* Ants can't traumatize ghosts, ants show up on top of pipes + Ant QOL (#62496)
* Protects ghosts, bypasses vents & pipes
* hard crit oops
* stops screaming unconcious people
* fixes a copy-paste error
* fixes planes
* *unconcious* people won't get messages.
* I am begging for this to be right
* I hate that it took me 30 seconds to realize
* Ants can't traumatize ghosts, ants show up on top of pipes + Ant QOL
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Blacklists some reagents that are about unobtainable short of RNG seeds and antagonists from randomized recipes. (#62611)
* Blacklists some reagents that are about unobtainable short of RNG seeds and antagonists but are still synthetizable from randomized recipes.
* Update toxin_reagents.dm
* Blacklists some reagents that are about unobtainable short of RNG seeds and antagonists from randomized recipes.
Co-authored-by: Ghom <42542238+Ghommie@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>
* Patches out the latest BRPED remote bombing exploit. (#62447)
Reagent containers in BRPEDs can no longer have reagents inserted into them.
Does this by adding a signal for pre-reagent adding that accepts a cancel flag, which will stop the reagents being added.
Transferring reagents to things now actually checks the return value of add_reagent to stop people pouring chems that weren't added into the ether.
* Patches out the latest BRPED remote bombing exploit.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* 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 emag ethereals, also ensures mutcolor is used properly (#62088)
* Fixes emagged ethereals not working
* Ensures mutcolor is properly treated as something without # ahead of it
* gI take it all back (Someone else went in a different direction then me wth mutcolor, adding the sharp instead
of removing it. Just gonna roll back my unneeded stuff. Oh also I found an issue in spraytans, cleaning that up too
* Fixes emag ethereals, also ensures mutcolor is used properly
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* fixes probital ingest reaction (#62095)
bugs bad
lot of chems were broken due to oversights during the stomach changes and other refactors
this fixes one of them
thought it was a proc problem at first, but no it was literally a one line change this entire time.
* fixes probital ingest reaction
Co-authored-by: lovegreenstuff <59631103+lovegreenstuff@users.noreply.github.com>
* FIxes combat hypospray locking out to 5u transfer when used in hand. (#62077)
* fix combat hypo
using it in hand no longer locks you on 5u transfer
* kills off single var names in hypospray.dm
* one more M
* i must be blind
* i should probably go to sleep
* paranoia
* holyhypo tweak
* FIxes combat hypospray locking out to 5u transfer when used in hand.
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
* Drowsiness refactor (#62104)
Creates two procs in /mob/status_procs for handling drowsiness changes (with check for negative values), and refactors all code to use these procs instead of assigning values to the mob's drowsiness themselves.
* Drowsiness refactor
* Fixing more stuff in our code
Co-authored-by: thatoneplebeian <67017991+thatoneplebeian@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* re-adds the yellow slimecore as an EMP-proof cell (#62013)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* re-adds the yellow slimecore as an EMP-proof cell
Co-authored-by: Invalid <51190031+InvalidArgument3@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Rad collectors gone, tesla coils to generate power (#61917)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Rad collectors gone, tesla coils to generate power
* replaces rad collectors
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
* Update other_reagents.dm
Change chemical drain from 2 to 4.
* Update other_reagents.dm
Under request, make it only drain 1 point overall (drain of 4 with regen of 3).
* Fixes god awful drink: Thirteen loko. (#61396)
Uhh, the funny word return didn't work, so I used the funny word true. This was causing people to fall asleep repeatedly near repeatedly on ingestion of this mess.
Fixes#61140
* Fixes god awful drink: Thirteen loko.
Co-authored-by: carshalash <carshalash@gmail.com>
* Fix loading persistent randomized recipes without dedicated container. (#61665)
Container path will be null if it's unset and is not randomized.
Fixes#61661
* Fix loading persistent randomized recipes without dedicated container.
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.
* E
* Missed merge
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Proper labeling for blood packs with Ethereal blood (#61411)
* LE packs
* better way about it, var names, balloon moment
* LE check on newly filled bags
* Update code/modules/reagents/reagent_containers/blood_pack.dm
* revert cobbys evil touch
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Proper labeling for blood packs with Ethereal blood
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Add french kissing (#61392)
If you wear the french beret you get the garlic breath trait added.
This also happens if you consume garlic reagent containing items
This trait makes your kisses become french and causes your breath to
smell of garlic
* Add french kissing
Co-authored-by: oranges <email@oranges.net.nz>
* Mentions stopping allergic reactions on medipens (#61285)
Because a lot of people didn't know that epinephrine stops production of histamine during allergic reactions.
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>
* Mentions stopping allergic reactions on medipens
Co-authored-by: Chloe <lyric_wolf@outlook.com>
* Adds "The Juice", a drink that lets you see and travel through bluespace rifts (#61295)
* the juice
* Update alcohol_reagents.dm
* Update alcohol_reagents.dm
* far better sprite made by sampslig
* Update code/modules/reagents/chemistry/reagents/alcohol_reagents.dm
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Adds "The Juice", a drink that lets you see and travel through bluespace rifts
Co-authored-by: Carrotattacker <39933425+Carrotattacker@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>