* Adds pack checks to departmental order console (#65804)
Department console could "buy" emagged/special/unbuyable crates prior.
* Adds pack checks to departmental order console
Co-authored-by: CocaColaTastesGood <47264839+CocaColaTastesGood@users.noreply.github.com>
* Adds Command Encryption Keys to the Cargo Console (#65637)
does pretty much everything
* Adds Command Encryption Keys to the Cargo Console
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Reimplements food exports. (#64207)
This PR reimplements food exports using the obj/item/food path, as was originally intended, extended through the venue_value variable that tourists use with restaurant portals. While my original PR implemented 6 tiers of food defines based on value, that would be a rather massive undertaking right now that I can't exactly afford, so I'm limiting it down to what's currently used in restaurants as those were all previously defined by food exports anyway (Nothing new).
* Reimplements food exports.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Adds burial garments to the religious supply crate (#64565)
Corrects the description of the religious supply crate by adding burial garments to the contents as listed.
* Adds burial garments to the religious supply crate
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Add undelivered departmental order crates and syndicate bombs to the cannot be delivered message. (#64606)
* Add undelivered departmental order crates and syndicate bombs to the shuttle cannot be sent message.
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Black Market code, Revisited. (#64271)
This PR updates and refreshes the whole of black market code for improved usability as well as to better sell the backbone of the content behind the blackmarket in-game.
For starters, the datums for the black market were designed around not being specific to the black market. Reading the code, it was intended to allow for multiple blackmarket_markets to be added after it's original inclusion, which was passed up as a result of what I'd guess is a branding issue, as every datum associated with the blackmarket was labeled... as for the black market, nothing else.
So to begin I've renamed most of the backend of the blackmarket code to just market instead, datum/market, datum/market_order, datum/market_item, datum/market_uplink(/blackmarket). The works.
Next, QOL change to how blackmarket uplinks were implemented: Now, instead of having to manually load credits into a black market uplink by hand, then choose to buy things using the uplink, they instead just draw from the user's ID card, checks for a bank account, and purchases through that, with quick inputs added when purchases are successful and warnings when a purchase cannot be made.
Lastly, code change. In an old economy PR of mine I standardized purchased cargo items to use the CARGO_CRATE_VALUE define, and for vendible items to use paycheck defines instead. In that PR I rebalanced quite a bit of prices as a result, but this got passed up when that happened. I'll leave the balancing for another time then, but this updates the code of market_item datums to use CARGO_CRATE_VALUE for their upper and lower cost ranges to maintain that standard.
* Black Market code, Revisited.
* Black Market code, Revisited.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* SWAT suit no longer has space-proofing, less slowdown and retains temp resist, cargo cost lowered to 1400 (#64343)
The SWAT suit ordered from cargo is no longer space-proof, but it's slowdown is cut back. It retains it's temperature proofing. It's crate cost from cargo has been reduced to 1400 from 2400.
* SWAT suit no longer has space-proofing, less slowdown and retains temp resist, cargo cost lowered to 1400
* Update zombieprison.dmm
Co-authored-by: castawaynont <76170211+castawaynont@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* CMO turtlenecks arrive (#64223)
wow so cool if only the labcoat still looked good....
* Half-Ports (????) the CMO turtleneck
Co-authored-by: Vladin Heir <44104681+VladinXXV@users.noreply.github.com>
* MOD update: Modular Cores
* Fixing all dem conflicts
* Okay now it's going to compile too
* Fixing some Trigger() (they triggered me)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Refactors pricetag component: no getcomponent, no ugly signals, fixes cubes a bit (#63954)
Refactors the pricetag component
Removes a getcomponent for the pricetag component in cube export handling (replaced with inherit component behavior)
Removes some nasty signals which were effectively just send signal, get 1
Deletes the internal radio within bounty cubes from before exporting
Disallows bounty cubes from being barcoded with TRAIT_NO_BARCODES
Prevents bounty cube pricetag component from being deleted by unwrapping
Closes#63921 technically
* Refactors pricetag component: no getcomponent, no ugly signals, fixes cubes a bit
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes blackmarket uplinks not runtime and get broken at mapload (#63680)
* Makes blackmarket uplinks not runtime and get broken at mapload
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@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: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
* Fixes typos in span, other html elements
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Department Order Consoles now have fallback areas, if the first area doesn't exist on a map (plus map logging) (#63214)
Maploaded department order consoles will now check if they have a valid destination, and set a generic one if they don't while throwing a mapping log.
* Department Order Consoles now have fallback areas, if the first area doesn't exist on a map (plus map logging)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Fixed spelling of possession, separate, and cemetery (#63203)
Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"
* Fixed spelling of possession, Separate, and Cemetery
Co-authored-by: Doctor Pope <84367152+Dr-Pope@users.noreply.github.com>
* Downgrades the purchasable knives in cargo from 20 force knives to 15 force knives, moves them from Security to Service (#62870)
About The Pull Request
Downgrades the purchasable knives in cargo from Combat Knives to Survival Knives, moves them from Security to Service.
Closes#63122
Why It's Good For The Game
Security really does not need pocket 20 force sharp weapons with wound bonuses hidden in their shoes that are also literally nuke ops gear. This was incorrect.
Security players were, evidently, ordering these every single shift roundstart. I'm going to ask about pulling cargo ordering stats soon to get actual numbers but this was one of the more often ordered crates.
Changelog
cl
balance: Downgrades the purchasable knives in cargo from Combat Knives to Survival Knives, moves them from Security to Service.
/cl
* Downgrades the purchasable knives in cargo from 20 force knives to 15 force knives, moves them from Security to Service
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Department orders now include unique circuitboards (#62830)
About The Pull Request
I missed the circuitboards in the original pr, now they have em!
Why It's Good For The Game
Not really even printable right now but they are needed to reconstruct them in case of damage
Changelog
cl
fix: department order consoles include circuitboards
/cl
* Department orders now include unique circuitboards
Co-authored-by: tralezab <40974010+tralezab@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>