Commit Graph

11252 Commits

Author SHA1 Message Date
GoldenAlpharex acab12ed11 Fixes certain modular plants being invisible (#23623) 2023-09-10 20:42:01 -04:00
SkyratBot d491fa42bd [MIRROR] Makes the Haunted Eight Ball work(?) (better?) [MDB IGNORE] (#23606)
* Makes the Haunted Eight Ball work(?) (better?) (#78196)

## About The Pull Request

From my recollection the haunted eight ball has been "broken" for like 3
or 4 years. So uh... yea

Makes the Haunted Eight Ball actually, like, work good.

- Fixes all votes counting to 0

- Fixes votes being reported as their vote key and not a flavor message

- Allows ghosts to change their vote

- General small code cleanup

- Calls parent in topic so stat panel clicks work

- Fixes #41718 , again? If it was actually ever fixed, not sure

## Changelog

🆑 Melbert
qol: Haunted 8-ball no longer requires the ghost orbit the petitioner to
submit votes
qol: Haunted 8-ball ghosts can now change their vote after submitting it
fix: Haunted 8-ball no longer always reports "yes"
fix: Haunted 8-ball no longer always reports default "yes", "no", or
"maybe" and now gives a proper eight ball response
fix: Haunted 8-ball can be picked up via the stat panel
/🆑

* Makes the Haunted Eight Ball work(?) (better?)

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-09-10 10:42:02 -07:00
SkyratBot 85b005636e [MIRROR] Service borg extra apparatus upgrade [MDB IGNORE] (#23616)
* Service borg extra apparatus upgrade (#78077)

## About The Pull Request

Adds an upgrade similar to the extra beaker storage for mediborgs to
service borgs, which adds an additional drink apparatus (that also
doesn't do the weird drink refilling thing)
## Why It's Good For The Game

This can allow the service borg to carry a wider variety of drinks, also
considering they specialize in chemistry, they should get an apparatus
upgrade like mediborgs.

## Changelog
🆑
add: Added the service borg "drink apparatus" upgrade, which adds an
extra drinking apparatus to the borg, up to a maximum of 5 extra.
🆑

* Service borg extra apparatus upgrade

---------

Co-authored-by: Teagarden <124026007+Vincent983@users.noreply.github.com>
2023-09-10 13:37:29 -04:00
SkyratBot 63b3741012 [MIRROR] Allows you to smoke cigarettes while not wearing a space helmet [MDB IGNORE] (#23599)
* Allows you to smoke cigarettes while not wearing a space helmet (#78202)

## About The Pull Request

Fixes #78199
PR #78122 (ef44be8506) was intended to allow you to smoke cigarettes in space if you
have an oxygenated helmet on.
What it _actually_ did was make it so you can _only_ smoke cigarettes if
you have an oxygenated helmet on, regardless of whether or not you are
in space (or if you inject them with liquid oxygen).

I moved the shared check into a proc to reduce duplicate code and fixed
the logic.

## Changelog

🆑
fix: It is now possible to smoke cigarettes even if you aren't wearing a
safety helmet
/🆑

* Allows you to smoke cigarettes while not wearing a space helmet

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-09 18:15:01 -04:00
SkyratBot 6620bffa84 [MIRROR] Collected food fixes [MDB IGNORE] (#23596)
* Collected food fixes (#78190)

I went through the code and tried to find all of the remaining places we
forgot to update the arguments passed into `item/food/Initialize` after
more arguments were added to it, because there were a couple and they
caused things to stop working.
Most notably, golems were unable to eat anything because nothing would
correctly spawn "golem food".

_Additionally_ we were using a bunch of named arguments in new whenever
crafting or cooking food. This runtimed, causing the food not to init
properly.
_On top of that_ a late code review on a recent PR processed a list into
a string_assoc_list twice causing it to become null.

Finally, we were trying to check the food preferences of examining
ghosts or dogs or other non-human mobs. We shouldn't do that.

I also added a unit test for moth and golem food in the hopes that we'll
notice them breaking.

* Collected food fixes

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-09 10:32:37 -04:00
SkyratBot 280757e57a [MIRROR] Martian foodtype corrections [MDB IGNORE] (#23594)
* Martian foodtype corrections (#78002)

## About The Pull Request

Due to the size of the Martian food update, it was inevitable that
there'd be a few hiccups with food types. I reviewed everything and
updated everything to the best of my ability.

I'd prefer it if EOB himself gave everything a glance over in approval
before any potential merging.

## Why It's Good For The Game

I said so.

## Changelog

🆑
fix:  Corrects various food types from the martian food expansion
/🆑

* Martian foodtype corrections

---------

Co-authored-by: carshalash <carshalash@gmail.com>
2023-09-09 10:32:28 -04:00
SkyratBot 18fc2d9b16 [MIRROR] Oldstation now has their own RND [MDB IGNORE] (#23567)
* Oldstation now has their own RND

* Update oldstation_fluff.dm

* Update techweb_types.dm

* beaker capacity

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-07 22:36:11 -04:00
SkyratBot c15fc43be4 [MIRROR] Cauteries have heat, you can smoke with a space helmet [MDB IGNORE] (#23576)
* Cauteries have heat, you can smoke with a space helmet (#78122)

## About The Pull Request

Cauteries now have 'heat', like lighters, welders, etc.

You can smoke with a space helmet as long as you have internals on.

## Why It's Good For The Game

> Cauteries now have 'heat', like lighters, welders, etc.

Seems like an oversight. If an esword can do it so can a implement meant
to sear wounds shut.

> You can smoke with a space helmet as long as you have internals on.

Space smoking is awesome.

## Changelog

🆑
fix: Cauteries now have 'heat', like lighters, welders, etc.
qol: You can smoke with a space helmet as long as you have internals on.
/🆑

* Cauteries have heat, you can smoke with a space helmet

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-09-07 20:26:22 -04:00
SkyratBot 71da4ca73f [MIRROR] Refactors the notransform variable into a trait. [MDB IGNORE] (#23566)
* Refactors the `notransform` variable into a trait.

* Update robot_upgrades.dm

* modular

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-07 20:24:59 -04:00
SkyratBot 4d9bed607f [MIRROR] Fixing this dead mouse related harddel [MDB IGNORE] (#23569)
* Fixing this dead mouse related harddel (#78150)

## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/78085

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23510
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23506

![image](https://github.com/tgstation/tgstation/assets/13398309/fab09657-12e8-4fb8-9e84-05ef48c9d55e)

When the foodening added some args to the constructor of
`/obj/item/food` some instances of the constructor being passed stuff
got overlooked and were not updated.

This resulted in a mob ref potentially being passed in to
`starting_reagent_purity` in some cases, ultimately resulting in this
harddel.

@ SyncIt21 this is exactly the reason I was being so paranoid with #77946
the other day. Tracking constructor uses down can be such a pain when
they aren't prefaced with a type, and are almost guaranteed to get
overlooked during refactors if the compiler does not say anything about
it.

I hate DM.

edit: and I just tested this only to find a second bug with the ice
cream. I can confirm that it is in fact working now after fixing that
one too.

<details><summary>evil ice cream</summary>

![image](https://github.com/tgstation/tgstation/assets/13398309/46cd85cd-1051-46d9-9642-0275af098dbe)

</details>

## Why It's Good For The Game

Fixing a harddel that was causing many CI failures

## Changelog

🆑
fix: fixes creamatorium not producing any suspicious ice cream, and
fixes a dead mouse related harrdel
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>

* Fixing this dead mouse related harddel

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-09-07 18:39:21 -04:00
SkyratBot f737c8c620 [MIRROR] Removed an inexplicable Cyrillic letter from the code. [MDB IGNORE] (#23541)
* Removed an inexplicable Cyrillic letter from the code. (#78148)

## About The Pull Request

Resolves #77906

I've mercilessly torn the soul from the game and rendered it
functionally unplayable. The icon state for caramel popcorn, for
whatever reason, used a Cyrillic "с" in its name, which I've cruelly
rendered into a Latin "c" instead.
## Why It's Good For The Game

It's not pronounced "saramel".
## Changelog
No player-facing changes.

* Removed an inexplicable Cyrillic letter from the code.

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
2023-09-06 06:52:09 -04:00
SkyratBot 2bcbb36ab9 [MIRROR] [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds [MDB IGNORE] (#23407)
* [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds

* ah fuck it

* test

* edaawdawd

* Revert "edaawdawd"

This reverts commit 47be710fe61a1f4ca79212b29b3e88bf05ec9a3a.

* nothing but sheer hatred

* freaawd

* dzfxg

* Fixing some diffs here while we are at it.

* These are deprecated and should be removed

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: nikothedude <simon.prouty@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-05 13:24:22 -04:00
SkyratBot 5f829cffac [MIRROR] Medical/roller beds [MDB IGNORE] (#23520)
* Medical/roller beds

* medical beds

* Update ninja_den.dmm

* medicell

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-09-04 13:41:52 -07:00
SkyratBot 06cce1effb [MIRROR] replaces surgical and coroner duffels with surgery trays and medical carts, resprites razor [MDB IGNORE] (#23499)
* replaces surgical and coroner duffels with surgery trays and medical carts, resprites razor

* Update cosmetics.dm

* Update tramstation.dmm

---------

Co-authored-by: Lamb <110322848+CoiledLamb@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-09-04 12:44:08 -07:00
SkyratBot 8aeccd68fa [MIRROR] Simplifies the way burning food is handled, kills burns_in_oven and burns_on_grill [MDB IGNORE] (#23502)
* Simplifies the way burning food is handled, kills burns_in_oven and burns_on_grill

* Update teshari_food.dm

* Merge conflicts

---------

Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-04 09:00:25 -04:00
SkyratBot 87bfa7a61a [MIRROR] Fixes typo 'transfered', olive oil reaction repath [MDB IGNORE] (#23469)
* Fixes typo 'transfered', olive oil reaction repath

* Modular

* Update condiment.dm

* Update recipes_guide.dm

* Update _cup.dm

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-04 08:49:33 -04:00
SkyratBot 329c1d7a9d [MIRROR] Updates some missed synthetic meats with lower reagent purity [MDB IGNORE] (#23491)
* Updates some missed synthetic meats with lower reagent purity (#78065)

## About The Pull Request

These synthetic meats appear to have been missed in the foodening PR.

## Why It's Good For The Game

Consistency

## Changelog

🆑
fix: 'meat product' and imitation carp meat are now considered synthetic
meats for the purposes of reagent purity
/🆑

* Updates some missed synthetic meats with lower reagent purity

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-09-04 08:33:57 -04:00
SkyratBot f0b265b6bb [MIRROR] Foodening [MDB IGNORE] (#23440)
* Foodening

* Update chem_dispenser.dm

* Juicening?

* Update big_mortar.dm

* Adds crafting complexities to modular foods

* Olive oil repath

* Cooking oil repath

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-03 20:47:17 -04:00
SkyratBot 1fb770b55d [MIRROR] [NO GBP] Fixes more retrieve typos [MDB IGNORE] (#23464)
* [NO GBP] Fixes more retrieve typos (#78069)

## About The Pull Request

Continuation of https://github.com/tgstation/tgstation/pull/77946, I
missed quite a few of these it seems.

## Why It's Good For The Game

Stop the spread of these typos!!

## Changelog

Nothing player facing

* [NO GBP] Fixes more retrieve typos

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-02 11:54:34 -04:00
SkyratBot 450a9d0ea0 [MIRROR] Funny clown internals [MDB IGNORE] (#23457)
* Funny clown internals (#77963)

# About The Pull Request
This PR changes the internals that spawn inside the clown's survival box
for a new one with a rainbow sprite, higher O2 volume (same as the engi
ones) and a secondary gas on top of O2 to make things more interesting
for the clowns.
The gas options are:
BZ, which just adds hallucinations for the clown, without the brain
damage effect as it is in low percentages.
N2O will make the clown giggle and laugh, without the sleep.
Helium will give the clown a "funny voice".

These tanks are also added to the mail list of clown fans and the clown
costume crate at cargo.

And codersprites, I can polish them later if people think it is pixel
soup, I'm not happy with them that much, but making this looks good
might be above my paygrade...
<details><summary>Pics here</summary>
<p>

![clown_internals](https://github.com/tgstation/tgstation/assets/55374212/f5eda877-a01a-4dfa-b481-7d406c4fb768)

![in game clown
internals](https://github.com/tgstation/tgstation/assets/55374212/342285ae-919b-49ab-a97e-cdf25a975f83)

</p>
</details>

## Why It's Good For The Game
The main goal I have with this is to add more uses for Atmos Content to
other players in a flavorful way.
Atmos is not something the crew interacts in a positive way often and I
want to change that.

These tanks are something quite minor but flavorful IMO, also will make
people know Helium fucking exists...

The tanks *shouldn't* change much of the clown's round in a negative
way, and the default O2 internals are in every hallway's locker so even
if they don't want to deal with the hallucinations it is not a big deal
to dodge them.
## Changelog
🆑 Guillaume Prata
add: New funny internals for the clowns to spawn with. They come with O2
and a secondary gas between 3 options: BZ, Helium and N2O. Talk with a
"different tone" with Helium, giggle and laugh "uncontrollably" while
under the minor effects of N2O or have "fun" hallucinations while under
the minor effects of BZ.
balance: To not cut on how long the clown's O2 internals last due to the
mixed gases, the funny internals have 50% more gas volume, same as
engineers' internals.
/🆑

---------

Co-authored-by: CRITAWAKETS <sebastienracicot@ hotmail.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Funny clown internals

---------

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: CRITAWAKETS <sebastienracicot@ hotmail.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-09-02 11:41:48 -04:00
SkyratBot d4bb0d4c86 [MIRROR] Adds Summon Cheese [MDB IGNORE] (#23430)
* Adds Summon Cheese

* Update staff.dm

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-08-31 18:09:25 -07:00
SkyratBot a868832007 [MIRROR] Makes fanny packs be silent, others can't see what you put in or take out. [MDB IGNORE] (#23435)
* Makes fanny packs be silent, others can't see what you put in or take out. (#78010)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Just like the syndicate toolbox and a handful of other items.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
This is a blatantly stealth antag buff.

Pockets are 2 silent storage slots everyone has, so it is not adding
anything that antags didn't have access already.
But going from 2 to 5 small items can help a lot, also belts are a lot
smoother to use with their shortcut keys.

Love stealth antags, hate murderboners, gonna help my stealth boys not
be valid hunted because someone checked their chat logs from 10 minutes
ago and read that X player put Y contraband in their bag.

Or people that have some contraband names highlighted on chat... but no
one does that right.... right?
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

:cl:Guillaume Prata
balance: Fanny packs are now silent, no one will get a chat message
about what you put in or take out.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>

* Makes fanny packs be silent, others can't see what you put in or take out.

---------

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
2023-08-31 14:27:36 -07:00
SkyratBot 55df0942fd [MIRROR] removes the nukie tool parcel [MDB IGNORE] (#23421)
* removes the nukie tool parcel (#77986)

## About The Pull Request
removes the tool parcel and places tools directly in their box

## Why It's Good For The Game
the step of having to pick up your tools invalidates why we put em there
in the first place - so nukies can use them in an emergency. its
annoying to put them back in your box.
the parcel was added because the tools could make the box go above 7
slots during the extended box station trait, but i fixed that in the pr
that made it so that trait increases the box size of that box

## Changelog
🆑
qol: removes the nukie tool parcel and places the tools directly in
their box
/🆑

* removes the nukie tool parcel

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-08-30 21:43:25 -04:00
SkyratBot 74804a4fca [MIRROR] RCD directional window qol & wall mount patch. Code improvements [MDB IGNORE] (#23400)
* RCD directional window qol & wall mount patch. Code improvements (#77858)

## About The Pull Request
Fixes #77852
RCD can build wall mounts on reinforced walls

Closes #77848
Not a fix so labelling this as a qol cause it was always intentional but
now RCD can build directional windows without building a grill first.
Saving some matter units from building a grill is a plus

Added auto doc for some procs & made the extra delay when building
multiple structures into a define

## Changelog
🆑
fix: rcd can build wallmounts on reinforced walls
qol: rcd can build directional windows without requiring/building a
grill
/🆑

* RCD directional window qol & wall mount patch. Code improvements

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-08-30 16:27:07 -04:00
SkyratBot a55591a09a [MIRROR] Makes it easier to place tiles on multi-z holes [MDB IGNORE] (#23381)
* Makes it easier to place tiles on multi-z holes (#77935)

## About The Pull Request
Adds the "open space click handler" to tile stacks, which makes it so
you don't have to pixel hunt for a turf on the BELOW z level in order to
fix a hole.
This exists on rods and rpds since they're often used to fix holes.
But wasn't added to tiles when they were made to be able to fix holes
directly, without rods.

Additionally, closes #77540 by having the open space click handler loop
up z levels so that it works if you're clicking on items from multiple z
levels away.
## Why It's Good For The Game
The current behavior can be very frustrating to work around, and appears
to not be intended.
## Changelog
🆑
fix: Made it easier to place tiles on multi z level holes
/🆑

* Makes it easier to place tiles on multi-z holes

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
2023-08-28 01:57:23 -04:00
SkyratBot 6977ce93de [MIRROR] Transit Tube Fix and New Rotator Disposal Pipe [MDB IGNORE] (#23366)
* Transit Tube Fix and New Rotator Disposal Pipe (#77843)

## About The Pull Request
Fixes flipped transit tube stations being inaccessible and adds a new
rotator disposal pipe which rotates the incoming atom 90 degrees no
matter which direction the atom comes from.

![promo](https://github.com/tgstation/tgstation/assets/25363960/3cdb75f6-0540-4797-9972-935fae37db58)
## Why It's Good For The Game
Adds new disposal pipe usage for cool projects and fixes a bug.
## Changelog
🆑
add: New rotator disposal pipe.
fix: Flipped transit tube stations are now accessible in the RPD again.
image: New rotator disposal pipe sprite.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Transit Tube Fix and New Rotator Disposal Pipe

---------

Co-authored-by: Comxy <tijntensen@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-08-27 10:39:36 -07:00
SkyratBot d1e0423957 [MIRROR] Fixes a runtime in health analyzer woundscan and locks the first aid wound treatment bonus to first aid analyzers [MDB IGNORE] (#23354)
* Fixes a runtime in health analyzer woundscan and locks the first aid wound treatment bonus to first aid analyzers (#77869)

## About The Pull Request

Title. The original author didnt mean to give all analyzers the bonus,
and its clearly an oversight if you look at the code.

Proof:

![image](https://github.com/tgstation/tgstation/assets/59709059/aabc51f9-a813-4a3f-848d-7668448bde2c)
## Why It's Good For The Game

Firstly, bugs are bad. Secondly, the supposed benefit of first aid
analyzers is available to all analyzers right now, making them useless.
## Changelog
🆑
fix: Woundscans no longer runtime
fix: Normal health analyzers can no longer give the first aid bonus when
woundscanning
/🆑

* Fixes a runtime in health analyzer woundscan and locks the first aid wound treatment bonus to first aid analyzers

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
2023-08-26 23:51:20 -04:00
SkyratBot 9729ee97a3 [MIRROR] Adds a syndicate AI card for nuke ops [MDB IGNORE] (#23348)
* Adds a syndicate AI card for nuke ops (#76546)

## About The Pull Request

Adds a syndicate AI card for nuke ops. Costs 12 TC, can be refunded.
Activating it in-hand opens up a ghost poll like normal reinforcements.
## Why It's Good For The Game

> Adds a syndicate AI card for nuke ops. Costs 12 TC, can be refunded.
Activating it in-hand opens up a ghost poll.

It'll be fun to have a lil modsuit pal with you who can maybe help if
you get stunned, in critical condition, or else. With an injector module
they can even save your life, if it's loaded with medicine! Unless they
can't actually inject, but oh well, out of scope.

12 TC seems fair to me, not so expensive that nobody's going to bother
with something that's not really useful in the vast majority of
circumstances, but not so cheap that everyone will get one.

There are also doubtless a huge amount of gimmicks that savvy nukies can
get up to, having a pocket AI.

**Since this needs two players to be fully tested, I wasn't able to do
so. Please testmerge this before merging so we can confirm it works
ingame!**
## Changelog
🆑
add: Adds a syndicate AI card for nuke ops. Costs 12 TC, can be
refunded. Activating it in-hand opens up a ghost poll like normal
reinforcements. Base interaction range for syndicate AIs is one, which
means they can handle electronics only in proximity.
add: Adds a syndicate AI interaction range upgrade for nuke ops, costs 4
TC and can be applied onto a syndicate AI (inside any container) to
increase its interaction range by two per. (Three purchases are
recommended for seven tiles of range!)
/🆑

* Adds a syndicate AI card for nuke ops

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-08-26 16:38:47 -04:00
SkyratBot f8c5601160 [MIRROR] minor changes to living and mob vars [MDB IGNORE] (#23330)
* minor changes to living and mob vars

* Update mob_movement.dm

* Modular updates

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-26 04:21:42 -04:00
SkyratBot a9cabfabb6 [MIRROR] Fixes Define Sanity [MDB IGNORE] (#23331)
* Fixes Define Sanity (#77845)

## About The Pull Request

Hey there,

This was broken in an update from #74573
(3902973978), the RegEx was only catching
a fraction of the cases it was meant to be.

This is what we were finding on 74573 version of the RegEx:

![image](https://github.com/tgstation/tgstation/assets/34697715/a5040604-279f-4012-a5dd-3a1e9eea1b8e)

This is what we should be finding for all of the cases that
`define_sanity` will need to check for:

![image](https://github.com/tgstation/tgstation/assets/34697715/e33ad60e-fb36-448e-ae02-5494c916f450)

This is what was broken as a consequence:

![image](https://github.com/tgstation/tgstation/assets/34697715/567012db-a9c2-4118-aadf-f70996731af7)

As stated in the introductory PR #74333
(ccef887efe), it's not the end of the
world if we miss unmanaged local defines, but it's still useful to have
this as a maintainability tool to ensure that everything remains as
clean as it possibly can. I wish we could do the whole matching method
like the aforementioned PR supposed could happen, but it simply doesn't
appear to work the way we want it to.

## Changelog
Nothing player facing.

I tried to experiment with `UNLINT()` but I got absolutely ganked by
getting the regex to work, so the fix for the FA Icon file may not be
super duper great unfortunately. Let me know if you have a showstopper
idea, this is just a stopguard so this PR can get merged and I don't
have to keep talking about unmanaged local defines while reviewing PRs.

* Fixes Define Sanity

---------

Co-authored-by: san7890 <the@san7890.com>
2023-08-26 01:38:24 -04:00
SkyratBot e4346afd0e [MIRROR] fixes coroner medkit storage [MDB IGNORE] (#23333)
* fixes coroner medkit storage (#77912)

## About The Pull Request
atom_storage.max_specific_storage and atom_storage.max_total_storage had
their values reversed. this fixes that, and i tested to confirm: the
compact coroner medkit can now hold everything it spawns with
## Why It's Good For The Game
before this fix, the max storage of a coroner medkit was two items. it's
very annoying to pull an item from it, only to find it can not go back
in again - moreoever, this gives it consistency with other medkits.
## Changelog
🆑
fix: the coroner medkit can now hold every item it spawns with
/🆑

* fixes coroner medkit storage

---------

Co-authored-by: Lamb <110322848+CoiledLamb@users.noreply.github.com>
2023-08-25 22:42:17 -04:00
SkyratBot f082997a26 [MIRROR] Makes railings easier to construct, while making them easier to destroy. [MDB IGNORE] (#23327)
* Makes railings easier to construct, while making them easier to destroy. (#77894)

## About The Pull Request

Changes the cost of railings from 6 metal rods to 2 metal rods.
The time to construct has been reduced from 3.6 to 1 second to be
in-line with the grille.
The health of railings has been reduced from 75 to 25.
Armor of railings have been reduced as well by about 30%.

I'm not positive on whether or not it should cost 1 metal rod or 2. I
decided to play it safe and make it 2. If some maintainer is interested
in making it only cost 1 rod then I will gladly do so- but this was my
compromise.

Also changes decaseconds/ticks to seconds in the rod construction code
to make it look better.

## Why It's Good For The Game

Railings look nice and it's an absolute pain in the ass that they cost 6
metal rods.

They're also currently substantially stronger than grilles for whatever
reason. Grilles have 50 health, while railings have 75.
The armor of railings makes this health of 75 to a whopping effective
health of 150.

Railings shouldn't be stronger than full-tile grilles. They should be
fairly flimsy.
They also shouldn't take a wrench AND wirecutters to deconstruct.
Grilles only take wirecutters and we should mirror that.

## Changelog

🆑
balance: Railings now only cost 2 rods and are much easier to construct.
But they can now be destroyed much easier and cut with wirecutters
without unwrenching.
/🆑

* Makes railings easier to construct, while making them easier to destroy.

---------

Co-authored-by: iwishforducks <65363339+iwishforducks@users.noreply.github.com>
2023-08-25 22:39:33 -04:00
SkyratBot 7f852fd71b [MIRROR] Zipping a duffle bag closes UI of all storage items opened inside it [MDB IGNORE] (#23325)
* Zipping a duffle bag closes UI of all storage items opened inside it (#77886)

## About The Pull Request
Fixes #77885

zipping it now looks for storage items inside its contents and closes
their UI recursively, including its own UI as well.

## Changelog

🆑
fix: zipping a duffle bag closes the UI of all storage items opened
inside it
/🆑

* Zipping a duffle bag closes UI of all storage items opened inside it

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-08-25 22:38:37 -04:00
SkyratBot 593651bc0f [MIRROR] Makes messenger bags craftable [MDB IGNORE] (#23312)
* Makes messenger bags craftable (#77899)

## About The Pull Request

Makes messenger bags craftable using the same recipe as backpacks and
satchels.

## Why It's Good For The Game

Just making the list of craftable containers complete

## Changelog

🆑
qol: Messenger bags can be crafted with 4 cloth.
/🆑

* Makes messenger bags craftable

---------

Co-authored-by: YehnBeep <86855173+YehnBeep@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-24 23:14:40 -04:00
SkyratBot 4d2196c7cc [MIRROR] New Backpack Type: Messenger Bags! [MDB IGNORE] (#23287)
* woo yeah baby

* i find myself of a potent dislike for the antichrist

* she was forced to do data entry

* lmao

* wew

* New Backpack Type: Messenger Bags!

* Update clothing.dm

* Update clothing.dm

---------

Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com>
Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-24 22:47:13 -04:00
SkyratBot f93eca396b [MIRROR] SPESSMEN 2.0: le cargo resprite (no mining) ((i hate mining)) [MDB IGNORE] (#23280)
* SPESSMEN 2.0: le cargo resprite (no mining) ((i hate mining))

* Update role_tablet_presets.dm

* Revert "Update role_tablet_presets.dm"

This reverts commit ef1373dcd5e101030dcb6147e0c0739a612f74c9.

* Update role_tablet_presets.dm

* Screenshot test file was missed for some reason.

* Add to loadout items

* Digi sprites

* Digi flags

* Update cargo_digi.dmi

* Update cargo_digi.dmi

* Update loadout_datum_suit.dm

---------

Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-23 23:19:35 -04:00
SkyratBot 4ab5f6d2d6 [MIRROR] small modlink fixes [MDB IGNORE] (#23293)
* small modlink fixes (#77804)

## About The Pull Request
fixes bug in multitools where they didnt unregister signals
fixes modlink scryers checking battery charge without a battery
frequency stuff is a bit more explained

## Why It's Good For The Game
good stuf

## Changelog
🆑
fix: fixes multitools possibly randomly losing their buffer
fix: fixes modlinks checking battery charge without a battery and
working without charge
qol: modlink stuff is a bit more explained
fix: modlinks printed from rnd no longer start with a frequency
(remember to copy it from another one with a multitool buffer, robotics
starts with 2 NT frequency linked ones)
/🆑

* small modlink fixes

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-08-23 22:41:22 -04:00
SkyratBot 9a7cf24017 [MIRROR] [NO GBP] Moussaka/pita bread fixes [MDB IGNORE] (#23284)
* [NO GBP] Moussaka/pita bread fixes (#77743)

## About The Pull Request

When doing my new food release, I thought moussaka used both potatoes
and eggplants when it only uses eggplants, which can be substituted for
potatoes (which is lame and not authentic!)
Also, pita bread no longer burns on the griddle

## Why It's Good For The Game

Food becomes a bit more consistent!

## Changelog
🆑
fix: Moussaka now only uses eggplants instead of eggplants and potatoes
fix: Pita bread no longer burns on the griddle/oven
/🆑

* [NO GBP] Moussaka/pita bread fixes

---------

Co-authored-by: MidoriWroth <kodyman@att.net>
2023-08-23 19:59:53 -04:00
SkyratBot 30d57e41dc [MIRROR] Replaces Camera bug with Camera tablet app [MDB IGNORE] (#23275)
* Replaces Camera bug with Camera tablet app

* Modular changes

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-23 16:33:01 -04:00
OrionTheFox dcd3fce15f Removes Obsolete, Unused, and Unmaintained overrides (#23232)
* Remove unused override comments and fix a few I found

* remove lighting icon overrides (obsolete)

* remove laz/borg overrides (obsolete)

* Remove the catch-all e-gun override, manually overrides the two severely out of date sprites that we ACTUALLY have updates for

* oop

* removes obsolete surgery table sprite (probably technically too close to Bay's to be using actually)

* Love un-updated pathing

* oop

* this back icon wasn't even on this gun ever was it

* didn't notice this override >:(
2023-08-22 13:15:24 -07:00
xXPawnStarrXx 635d884648 Primitive cooking additions. (#23090)
* Update mineral.dm

* Update global_lists.dm

* Update ceramics.dm

* Add files via upload

* Add files via upload

* Update mineral.dm

* Update modular_skyrat/modules/primitive_production/code/ceramics.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-08-22 00:21:36 -07:00
SkyratBot 867fa1cdc5 [MIRROR] General code maintenance for Mat container related stuff [MDB IGNORE] (#23251)
* General code maintenance for Mat container related stuff (#77671)

1. Removes `/obj/machinery/ore_silo/proc/remote_attackby()`. This proc
calls `datum/component/material_container/user_insert()` anyway which
performs all the checks necessary for inserting stuff into the ore silo
and `/obj/machinery/ore_silo/proc/remote_attackby()` was just repeating
its code & checks. So now inserting into the ore silo is directly
handled by the mat container without this proxy proc making the
operation slightly faster
2. Removed silo `attackby` code. Same operations can be done via
`screwdriver_act` & `crowbar_act` procs much cleaner
3. The ore silo now hooks onto signals
`COMSIG_MATCONTAINER_ITEM_CONSUMED` and
`COMSIG_MATCONTAINER_SHEETS_RETRIVED` and logs into silo when they are
triggered. This means when you insert/eject sheets from the silo the
connected machine performing the operation no longer has to do the
logging manually thus the proc `silo_log` has been removed from a lot of
places ,reducing overall code size
4. A lot of stuff that use materials from the ore silo follow this
pattern.

i.e. They first use the materials from the silo and then log it via
`silo_log` proc. This code pattern is repeated in a lot of places so
let's just merge these 2 lines with some extra sanity checks into a
single proc inside `remote_materials` itself. That's what was done and
the number of places where you log manually into the silo has been
removed further reducing code size everywhere.
5. Added auto doc & cleaned up some procs

Since logging is now done by the ore silo directly, we need a way to
pass the machine that is inserting items into the silo to the signal
handlers of the ore silo [via the `context` var]. So other code changes
elsewhere is because of this var

* General code maintenance for Mat container related stuff

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-08-21 23:43:04 -04:00
SkyratBot 5fd1f08b7e [MIRROR] Replaces the poster and graffiti objectives with assault and early steal & destroy ones. [MDB IGNORE] (#23235)
* Replaces the poster and graffiti objectives with assault and early steal & destroy ones.

* Update engineering.dm

* Update cargo.dm

* Update mapping_helpers.dm

* Update mapping_helpers.dm

---------

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-21 18:18:28 -04:00
SkyratBot 7966f9a1ed [MIRROR] Reworks how AI tracking is handled & reorganizes it [MDB IGNORE] (#23239)
* Reworks how AI tracking is handled & reorganizes it

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-21 14:33:09 -04:00
SkyratBot 89747815e8 [MIRROR] Makes satchels craftable + small map fix [MDB IGNORE] (#23226)
* Makes satchels craftable + small map fix (#77702)

## About The Pull Request

This makes satchels craftable using the exact same recipe as backpacks.

Also because it seems too small to be worth making a whole separate PR
for (though I can if it'd be preferred), also included is a fix for a
light inside a wall on Delta Station.

![image](https://github.com/tgstation/tgstation/assets/86855173/c72abe7e-6fd4-4fb0-a15a-a5bcf19f41e2)

## Why It's Good For The Game

I think it's a bit of a fashion crime that we can make backpacks but not
satchels.

## Changelog

🆑
qol: Satchels can now be crafted using the same recipe (4 cloth) as
backpacks.
fix: Fixed a light inside a wall on Delta Station.
/🆑

* Makes satchels craftable + small map fix

---------

Co-authored-by: YehnBeep <86855173+YehnBeep@users.noreply.github.com>
2023-08-20 22:00:14 -04:00
SkyratBot 68f4deff40 [MIRROR] MODLink System (+ NWTLMM) [MDB IGNORE] (#23199)
* MODLink System (+ NWTLMM) (#77639)

## About The Pull Request
A pact made with `@ Kapu1178`
Small changes you should not care about:
RD MODsuit outfit (admin only) no longer has a beret that blocks the
activation of the suit
The beret used by death squad officers no longer is blocked from being
put on a hat stabilizer module
Admins can now Shear matrices of objects in Modify Transform
Multitool buffers have been a little refactored to use a setter proc
that saves them from causing hard dels
Cooler stuff:
A revival and remake of [Nobody Wants To Learn Matrix
Math](https://github.com/tgstation/tgstation/pull/59103), this time with
additional tooling for quick matrix calculations.

![image](https://github.com/tgstation/tgstation/assets/23585223/eb387738-0839-463a-aed8-4703d139b11a)
The MODLink system, available through every MODsuit and MODLink scryers
(a neck item obtainable from advanced modsuit research or
charliestation)
Let's you make a holographic call with any other MODLink user, where you
can chat in realtime and see what's up with em

![image](https://github.com/tgstation/tgstation/assets/23585223/5a822f9f-e823-497e-b766-40055f2fc0d6)
![image](https://github.com/tgstation/tgstation/assets/23585223/062983ee-6058-4e78-a3aa-bccda1a3e224)

## Why It's Good For The Game
Adds a fun way for the crew to communicate with each other that can be
done in real-time with relative privacy compared to radio.

## Changelog
🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato)
fix: RD MODsuit outfit (admin only) no longer has a beret that blocks
the activation of the suit
fix: The beret used by death squad officers no longer is blocked from
being put on a hat stabilizer module
admin: Admins can now Shear matrices of objects in Modify Transform
admin: Admins now have access to Test Matrices in the VV dropdown, an
all-in-one tool for editing transforms.
add: MODLink system, available through scryers (from RnD and Charlie
Station) and through MODsuits. Lets you call people with holographs!
/🆑

* MODLink System (+ NWTLMM)

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-08-19 05:09:31 -04:00
SkyratBot ad22d1a34f [MIRROR] Iron Rods no Longer Say They Take Energy for Cyborgs [MDB IGNORE] (#23196)
* Iron Rods no Longer Say They Take Energy for Cyborgs (#77684)

## About The Pull Request

Removes the "enough energy" description from when borgs look at their
materials

## Why It's Good For The Game

They don't use energy anymore.

## Changelog
🆑 Vect0r
spellcheck: fixed a few typos
/🆑

* Iron Rods no Longer Say They Take Energy for Cyborgs

---------

Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-08-18 23:09:01 -04:00
SkyratBot a0a9a43562 [MIRROR] Refactors Regal Rats into Basic Mobs (more titles edition) [MDB IGNORE] (#23188)
* Refactors Regal Rats into Basic Mobs (more titles edition) (#77681)

## About The Pull Request

I literally can't focus on anything nowadays, so I just did this to
break a never-ending chain of distress. Anyways, regal rats! These
fellas are mostly player controlled, but did have _some_ AI capabilities
(mainly tied to their actions), so that was incorporated too. Everything
should work as-expected (as well as look a shitload cleaner).

Instead of doing weird and awful conditional signals being sent out, I
made the `COMSIG_REGAL_RAT_INTERACT` (not the actual name) have a return
value so we can always rely on that working whenever we have that signal
registered on something we attack. I also cleaned up pretty much every
proc related to regal rats, gave them AIs to reflect their kingly nature
(and action capabilities (as well as move the action to
`mob_cooldown`)).

Since I thought they needed it, Regal Rats now get a special moniker!
This is stuff like "the Big Cheese" and what-not, like actual regents in
history. That's nice.
## Why It's Good For The Game

Two more off the list. Much better code to read. Way smarter rats with
spawning their army as part of a retaliatory assault (war). More sovl
with better regal rat names. The list goes on.
## Changelog
🆑
refactor: Regal Rats have been refactored into basic mobs. They should
be a bit smarter and retain their docility (until attacked, in which
case you should prepare to get rekt by summoned rats), and properly flee
when they can instead of just sit there as you beat them to death. The
framework for them interacting with stuff (i.e. opening doors while
slobbering on food) is a bit more unified too, now. They also have
cooler names too!
/🆑

FYI: Beyond a few code touchups, I haven't touched the actions at all. I
do not believe myself to be enthusiastic about fixing anything involving
the actions code as of this moment so that this PR is more overbloated
unless it's unbelievably stupid or easy to fix.

* Refactors Regal Rats into Basic Mobs (more titles edition)

---------

Co-authored-by: san7890 <the@san7890.com>
2023-08-18 19:28:25 -04:00
Hatterhat 1a18a2e1fd seven slot medkits as god intended - removes splints, returns splinting behavior to gauze (#22975)
* and the good lord said no more splints

* typo bruh

* tim allen aueeuuegueuegh

* works on my machine

* ci jumpscare

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-08-18 11:56:50 -07:00
SkyratBot d21e06104f [MIRROR] Dunking handle_atom_del() in the trash bin. [MDB IGNORE] (#23183)
* Dunking handle_atom_del() in the trash bin.

* Update _box_magazine.dm

* Modular paths

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-18 12:17:04 -04:00