Commit Graph

1182 Commits

Author SHA1 Message Date
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 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 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 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 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
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 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 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
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 68b6f2caa8 [MIRROR] Fixes iron floor tiles instances without /base subtype. [MDB IGNORE] (#23175)
* Fixes iron floor tiles instances without /base subtype. (#77669)

## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/77564.
As it was reskinning into the `/obj/item/stack/tile/iron` it couldn't
merge with the `/obj/item/stack/tile/iron/base` tiles.
## Changelog
🆑
fix: Base iron floor tiles now will be able to stack with other base
iron floor tiles after being reskined to the base subtype.
/🆑

* Fixes iron floor tiles instances without /base subtype.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-08-17 23:49:06 -04:00
SkyratBot 2644a9e37d [MIRROR] New Mech UI and equipment refactor [MDB IGNORE] (#23098)
* New Mech UI and equipment refactor

* Update mecha_defense.dm

* Update clothing.dm

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-15 19:59:50 -04:00
SkyratBot b82a1d0a3a [MIRROR] Adds hauntium as a reagent with new fun uses. [MDB IGNORE] (#23027)
* Adds hauntium as a reagent with new fun uses. (#77471)

## About The Pull Request
Adds the material hauntium as a reagent, along with bringing some unique
effects with the reagent.

There are a few new ways to get it other than just the camera obscura as
before, such as grinding certain ghostly things.

Unique effects it brings:

- It works in metalgen (I believe the metalgen recipe is still broken as
of making this) to make hauntium infused metalgen.

https://github.com/tgstation/tgstation/assets/58376695/121ca6b2-00b7-4203-bc6a-48976b1af802

- Any object touched by the chem will temporarily have the haunted
effect, letting it teleport around randomly and even attack people.

https://github.com/tgstation/tgstation/assets/58376695/103aeee5-ed3e-4fdd-85e4-ac7338823c46

- If you put it in your body, it hurts your "soul" (soul being heart and
mood)

![image](https://github.com/tgstation/tgstation/assets/58376695/34182a4c-face-4fe7-b170-a7b10122a14d)
...unless you are morbid or undead, in which it gives a slight mood
boost and acts like an addiction-less drug
## Why It's Good For The Game
Hauntium previously was super niche and not very useful other than
making funny haunted toolboxes from it. This expands it's usage and
makes it a lot more interesting. I also know a good few people who have
also wished this was available to use in metalgen and now you can!
## Changelog
🆑
add: Lets you grind things into a hauntium reagent which works similarly
to the solid form but is versatile and has some unique effects.

/🆑

---------

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

* Adds hauntium as a reagent with new fun uses.

---------

Co-authored-by: die_amond <58376695+dieamond13@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-08-11 23:49:29 -04:00
SkyratBot fc4b15b830 [MIRROR] removes dextrous_hud_type and healable var [MDB IGNORE] (#22992)
* removes dextrous_hud_type and healable var (#77244)

## About The Pull Request

I was working on some basic mob stuff and noticed this is a little
messy, so I made these changes separately.
I removed ``dextrous_hud_type`` because ``hud_type`` exists and can just
be used instead.
I also removed the ``healable`` var, because it was incorrectly used
(with the expectation that basic mobs had it too). Instead it will rely
on the mob being Organic, the check right under it, and I gave mob
biotypes to mobs that were not healable and had no biotype already.
I made a new biotype for slimes because I didn't find any other ones
that fit it (and gave it to slimepeople), but it is not used anywhere
other than to prevent them from healing from sutures, as I didn't want
to just set it to NONE. Thought this may be useful for the future.

## Why It's Good For The Game

``healable`` is checked on simple animals and basic mobs, despite basic
mobs not having this var. I do not want to add this var to basic mobs
either, I think checking for them being organic makes much more sense
and avoids having to make basic mobs less basic.

## Changelog

Nothing player-facing.

* removes dextrous_hud_type and healable var

* Modular

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-10 13:19:53 -04:00
SkyratBot f381f58c0e [MIRROR] reorganizes the human sprite folder and replaces the human_basic sprite with an updated one [MDB IGNORE] (#22887)
* reorganizes the human sprite folder and replaces the human_basic sprite with an updated one

* Update species_clothing_paths.dm

* Update moth_bodyparts.dm

* Update _eyes.dm

* Modular updates

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-05 11:45:27 -04:00
SkyratBot f7afdd9448 [MIRROR] Eating plasma grants golems ash storm immunity for the duration of the buff [MDB IGNORE] (#22875)
* Eating plasma grants golems ash storm immunity for the duration of the buff (#77355)

## About The Pull Request

ash storms use `adjustFireLoss()` to apply burn damage, which completely
bypasses any fire damage reductions you might have, which includes the
mob's `burn_mob`. plasma golem buff was using that and ash storms just
ignored it.
there's maybe some food for thought about maybe moving the ash storm's
effect to something like `apply_damage()` but that would entail looking
into all possible fire damage reductions, starting with the basic
explorer armor(?)

## Why It's Good For The Game

Fixes #77349

## Changelog

🆑
fix: golems that ate plasma are properly immune to ash storms
/🆑

* Eating plasma grants golems ash storm immunity for the duration of the buff

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-08-04 14:37:46 -07:00
SkyratBot 72b1a979ff [MIRROR] Improves the RPG loot wizard event. [MDB IGNORE] (#22800)
* Improves the RPG loot wizard event. (#77218)

## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.

Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.

Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura

## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use

It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.

## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Improves the RPG loot wizard event.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2023-07-31 20:02:03 -04:00
SkyratBot 888801fd05 [MIRROR] Adds a unit test to stop elements from using identical lists for their arguments. [MDB IGNORE] (#22732)
* Adds a unit test to stop elements from using identical lists for their arguments. (#76322)

## About The Pull Request
Ok, so a few days ago I made an issue report about multiple instances of
identical elements being generated because of uncached lists.
ninjanomnom (the mind being the element datums) cleared it up and said
an implementation of GetIdFromArguments() that also checks the list
contents wouldn't be worth the performance cost, while adding that a
unit test should be written to check that it doesn't happen at least
during init, which should catch a good chunk of cases.

Also, i'm stopping RemoveElement() from initializing new elements
whenever a cached element is not found. Ideally, there should be a focus
only unit test for that too, but that's something we should tackle on a
different PR.

Some of the code comments may be a tad inaccurate, as much as I'd like
to blame drowsiness for it. Regardless, the unit test takes less than
0.2 seconds to complete on my potato so it's fairly lite.

## Why It's Good For The Game
This will close #76279.

## Changelog
No player-facing change to be logged.

* Adds a unit test to stop elements from using identical lists for their arguments.

* Fixes unit test

* seeing double

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 20:08:55 -04:00
SkyratBot 6a4323c872 [MIRROR] [no gbp] Goliaths make less mess [MDB IGNORE] (#22725)
* [no gbp] Goliaths make less mess (#77141)

## About The Pull Request

In an earlier PR I made Goliaths dig when they are bored. I still like
this behaviour as an ambient thing for them to do, but the consequence
is that after 30 minutes there were huge piles of sand all over
lavaland.
While convenient for actually having miners bring glass back to the
station, it was an eyesore and too much.

To resolve this I have made two changes:
- Goliaths dig 1/3 as often as they did before.
- Sand (and snow) which are left outside during a storm gets blown away
if it's not inside someone's inventory.

Together these prevent the accumulation of hundreds of piles of sand.

## Why It's Good For The Game

Fixes an unintended consequence of my actions.

## Changelog

🆑
add: Uncollected sand and snow will be blown away by the wind when
storms happen (but don't worry, storms also allow those turfs to be
freshly dug up again).
/🆑

* [no gbp] Goliaths make less mess

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-27 16:24:48 -04:00
SkyratBot 07fa5992a4 [MIRROR] Adds p_They (and friends) for capitalized pronoun helpers [MDB IGNORE] (#22555)
* Adds p_They (and friends) for capitalized pronoun helpers

* Fixes modular pronouns

* Merge conflict

* Update spank_related.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-18 22:10:59 -04:00
SkyratBot 9fe6c1cee6 [MIRROR] Some iron floor fixes. [MDB IGNORE] (#22512)
* Some iron floor fixes. (#76785)

fixed that borgs cant merge their floor with other iron floor fixed
power amount floor tiles use
## About The Pull Request
- Changed energy cost for borgs so its not the same as for rods.
- Made cyborg's floor tiles merge with base floor tiles and not the
cyborg base ones, so you can pickup floortiles.
## Why It's Good For The Game
Things work like intended.
## Changelog
🆑
fix: fixed energy cost on floor tiles for engi borgs.
fix: engi borgs can now properly merge base floor tiles with other base
floor tiles.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>

* Some iron floor fixes.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
2023-07-16 18:08:53 -04:00
SkyratBot 2f552919c1 [MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two

* Merge conflict resolution

* Modular path hell

* hmm

* Update 2022-10.yml

* Another modular thing

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-16 00:41:18 -04:00
SkyratBot 3fe9b06d4c [MIRROR] Imports and Contraband 2: Landfill Gacha Addiction (I put trash randomizers into cargo crates and called it content) [MDB IGNORE] (#22475)
* Imports and Contraband 2: Landfill Gacha Addiction (I put trash randomizers into cargo crates and called it content)

* Merge conflict

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 22:29:49 -04:00
Zergspower bb3d041572 [Manual Mirror Fix] Removes shitty "status" variable on organs, makes them use organ_flag (#22480)
* Removes shitty "status" variable on organs, makes them use organ_flags instead (#76350)

Title.

Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and
ORGAN_ROBOTIC two different things?

not applicable unless i fucked up

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>

* Modulars

* Some merge skew

* More diffs

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 17:27:49 -04:00
Bloop 6ddf70316d [MISSED MIRROR] Hemiplegic quirk (#76526) (#22450)
* Hemiplegic quirk (#76526)

## About The Pull Request

Like paraplegic, but instead of a horizontal half of your body being
fucked, it's a vertical half!

![image](https://github.com/tgstation/tgstation/assets/82850673/aab1059e-9f5a-4778-a72a-c55c9fe75403)

![image](https://github.com/tgstation/tgstation/assets/82850673/2edf1a76-906f-41f5-984c-4260b65a279d)

## Why It's Good For The Game

Character customization and pure, undistilled human suffering.

## Changelog
🆑
add: Added Hemiplegic quirk.
/🆑

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>

* Update jobs.dm

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-07-15 10:39:27 -04:00
SkyratBot 35e28a5b4a [MIRROR] Goliath basic mob [MDB IGNORE] (#22412)
* Goliath basic mob (#76754)

## About The Pull Request

Converts Goliaths to the basic mob framework and gives them some new
moves because I can't leave things well enough alone.
I am planning on touching all the lavaland fauna and then maybe even the
icebox ones if I haven't got bored. The Golaith is the first because it
is iconic.

https://www.youtube.com/watch?v=JNcKvMwT4-Q
Here's me getting killed by one as a demonstration. Despite my poor
performance I would contend that they aren't a _lot_ more dangerous, but
they are a little more dangerous.

The chief difference here is that they have two new attacks which they
will only use in response to being attacked.
If fired at from range, they will target the attacker with a line of
tentacles (it doesn't track you, so is easily sidestepped).
If attacked in melee, they will surround _themselves_ with tentacles, on
a longer cooldown.

Something else you may notice in this video: I discovered that basic
mobs are actually _too smart_ to be Lavaland fauna.
Typically (unlike their old form) a mob on our new AI system is smart
enough to attack someone _the moment they come into range_ rather than
only checking on predictable ticks, which would make using the Crusher
an essentially unviable prospect.
To counteract this, Goliaths now have a delayed attack component which
gives you a visual warning and short duration to get out of range before
they swing at you. I will probably put this on all mining fauna that get
reworked, it wouldn't be a terrible thing to put on other mobs to be
honest.

Other changes: The goliath stun is now a status effect with _buckles_
you to the tentacle as if grabbed, as well as its previous effects.
While this seems purely worse, any nearby helpers can now help-click on
you to instantly remove the debuff.
Experiencing the effect of a Lobstrosity Rush Gland makes you immune to
being grabbed by tentacles and an implanted one will automatically
trigger and free you if you are hit, and the explosive effect of
Brimdust also causes the tentacle to retract (although you'd need to
take damage for this to happen). Using the tools of the land, you can
make these creatures less threatening.

The ability for a Goliath to chain-apply the ability has now also been
reduced, it won't refresh its duration if you are hit when already
buckled.

When not occupied hounding miners, Goliaths will intermittently dig up
the asteroid sand and eat any worms that this produces.
I also made some new sprites for riding a Goliath because they've been
broken since the Lavaland mob update and also kind of were ugly before
then anyway:

![image](https://github.com/tgstation/tgstation/assets/7483112/90580403-d82f-4c29-b3e1-6c462e01edda)

Other code changes:
- I made an element which only lets an attached object move every x
seconds. This is because Goliaths are far too slow to use the speed
system (the glide just looks bugged as hell) but one thing I am invested
in when converting these is to make sure that they share the same
behaviour when player or AI controlled. This is disabled while you're
riding them because it was interminably slow.
- The Goliath tentacle trail uses a supertype object now shared with the
Meteor Heart which did something kind of similar.

## Why It's Good For The Game

It begins the process of moving one of our larger subsets of NPCs onto
the newer framework for NPC behaviour.
It adds a little bit more life to an iconic but slightly uninteresting
foe which mostly just walked at you slowly.
This PR contains a few components I expect to apply more widely to other
mobs in the future.

## Changelog

🆑
refactor: Goliaths now use the Basic Mob framework, please report any
unusual behaviour.
add: Goliaths learned a couple of new attacks which they will use in
self-defence.
balance: Help-clicking a miner grabbed by Goliath tentacles will
immediately free them, as will the effect of several items you can
scavenge from around Lavaland.
image: New sprites for the Goliath saddle.
/🆑

* Goliath basic mob

* Update ash_rituals.dm

* fixes icon diff

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-14 03:10:50 +00:00
SkyratBot 2f5c7f8389 [MIRROR] Icon folder cleaning wave one [MDB IGNORE] (#22374)
* Icon folder cleaning wave one

* Fixe a merge conflict

* Fixes some more merge conflicts

* Fixes some modular icon paths

* Fixes even more modular icon paths...

Hopefully that's the last of them

* Fixes some merge discrepencies

* More merge issues

* ok

* not ok

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-13 16:24:33 -04:00
SkyratBot cfefb4f5a5 [MIRROR] Adds build times to other forms of windows (AKA more Fornite removal) [MDB IGNORE] (#22173)
* Adds build times to other forms of windows (AKA more Fornite removal)

* Fix merge conflicts

---------

Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-12 16:18:36 +00:00
SkyratBot 0629bd5128 [MIRROR] Heavily reworks and resprites first aid analyzers. [MDB IGNORE] (#22293)
* Heavily reworks and resprites first aid analyzers.

* Update _bodyparts.dm

Merge pt 1

* Update health_analyzer.dm

Merge pt 2

* Fixing some merge conflicts

* Run UpdatePaths

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-12 12:28:03 +00:00
SkyratBot 0d25bce354 [MIRROR] Allows you to craft plastitaniumglass shards [MDB IGNORE] (#22056)
* Allows you to craft plastitaniumglass shards (#76283)

Some players are unaware that you can actually make plastitanium glass
shards, this will help with clarity!

* Allows you to craft plastitaniumglass shards

---------

Co-authored-by: FunnyToilet <117867244+Funnytoilet@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-06 11:45:33 -07:00
SkyratBot e731a54470 [MIRROR] Simple suit storage fixes [MDB IGNORE] (#22041)
* Simple suit storage fixes (#76267)

## About The Pull Request

Makes toys, stamps, and spacecash invisible in suit storage, fixing some
missing textures
adds stamps to the allowed suit storage items for hop, qm, and cargo
wintercoats

## Why It's Good For The Game

The /datum/unit_test/suit_storage_icons failure list is awfully long,
and while some of them require more thoughtful fixes, just these couple
of lines clears more than 100 lines from the failure list.
While I was here I added the stamps to the allowed suit storage for hop,
qm, and cargo wintercoats cause that seems fair

## Changelog

🆑 Seven
fix: toys, stamps, and spacecash no longer has a missing texture when
put into suit storage
qol: stamps are now allowed suit storage items in the hop, qm, and cargo
wintercoats
/🆑

* Simple suit storage fixes

* Fixes the issue with tennis balls not showing up properly

---------

Co-authored-by: Lufferly <40921881+Lufferly@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-03 17:56:17 -04:00
SkyratBot 12b43b1095 [MIRROR] Fixes stacks incorrectly stacking with subtypes [MDB IGNORE] (#22070)
* Fixes stacks incorrectly stacking with subtypes (#76166)

Makes the type check to determine if two items will stack more strict,
so that subtypes that shouldn't stack don't. Fixed #76157

* Fixes stacks incorrectly stacking with subtypes

---------

Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
2023-06-27 21:05:49 -07:00
OrionTheFox a85d9f5510 Removes stockpart/crystal sprite overrides (#22057)
* Stockparts

* Crystals

* Update screenshot_antag_icons_fugitive.png
2023-06-26 06:18:04 +00:00
SkyratBot 997c6c58de [MIRROR] Fixes iron duplication bug [MDB IGNORE] (#21965)
* Fixes iron duplication bug (#76203)

## About The Pull Request

Each regular floor tile was worth 50 before, fixed to be 25 instead
## Why It's Good For The Game

fixes #76191
Prevents turning 5000 iron into 10000 iron in less than 10 seconds
## Changelog
🆑
fix: changed station floor tiles to be worth 25 instead of 50, one
quarter of an iron sheet.
/🆑

* Fixes iron duplication bug

---------

Co-authored-by: Oreo <20830349+Peliex@users.noreply.github.com>
2023-06-23 16:07:22 -07:00
SkyratBot ac3fb4db29 [MIRROR] can't answer calls 'cause i'm baseballin - adds a baseball recipe to leather [MDB IGNORE] (#22004)
* can't answer calls 'cause i'm baseballin - adds a baseball recipe to leather (#76135)

## About The Pull Request
baseballs can now be crafted with 3 leather

## Why It's Good For The Game
throwing interactions (correct me if i'm wrong but you literally can't
get these out of mail goodies, outside of having the throwing arm quirk
or the holodeck)

## Changelog

🆑
add: Baseballs can now be crafted with 3 leather.
/🆑

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>

* can't answer calls 'cause i'm baseballin - adds a baseball recipe to leather

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
2023-06-23 15:01:33 +02:00
SkyratBot 2dc5c8830f [MIRROR] Makes the cardboard sprite 3D [MDB IGNORE] (#22002)
* Makes the cardboard sprite 3D (#76103)

image: Tweaks cardboard sheet sprite

* Makes the cardboard sprite 3D

---------

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2023-06-23 14:31:02 +02:00
SkyratBot a8c539f24c [MIRROR] Hairless hides are created from the entire stack of hides instead of only one item from stack [MDB IGNORE] (#21933)
* Hairless hides are created from the entire stack of hides instead of only one item from stack (#75974)

Tanning is barely used because biogens are available everywhere and are
a default source of leather.

This PR makes one of the steps - hairless hide creation - easier, as
before to process 5 hides you had to either click on the stack 5 times
in sequence, or manually separate 1 hide from the stack, throw around
you avoiding their merging, click on each of them and then merge them
back.

Maybe people will use this way of leather creation more often.

* Hairless hides are created from the entire stack of hides instead of only one item from stack

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-06-21 14:43:22 -04:00
SkyratBot 3079143be5 [MIRROR] Tablet apps are now deleted when necessary & removes console preset. [MDB IGNORE] (#21942)
* Tablet apps are now deleted when necessary & removes console preset. (#75863)

## About The Pull Request

Apps now properly delete themselves when removed, so they don't exist in
nullspace anymore.
Chat client now actually updates the uid, because its New() didn't call
parent.
Deletes the 'console' subtype of modular computer
Updates how downloading and transferring files are handled
Fixes being able to infinitely upload apps to a disk

## Why It's Good For The Game

Fixes some more bugs I found with apps and prevents spamming apps in a
disk.

## Changelog

🆑
fix: Maintenance data disks now properly transfer from PC to disk
fix: Disks can no longer be flooded with the same app repeatedly.
/🆑

* Tablet apps are now deleted when necessary & removes console preset.

* updatepaths

* feex

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-06-20 14:36:09 +00:00
SkyratBot 6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
SkyratBot c17af5558d [MIRROR] Changes the base amount of bone gel. [MDB IGNORE] (#21677)
* Changes the base amount of bone gel. (#75851)

## About The Pull Request
Changed the amount from 1 to 5 for original `bone_gel` so it's easier
for mappers to add the right bone gel.
Deleted subtype `/four` and added subtype `/one` specifically for bone
gel creating.
Increased from 4 to 5 because surgical tape has 5.
## Why It's Good For The Game
Having 1 bone gel near 5 surgical tapes always seemed off.
## Changelog
🆑
balance: Bone gel standart amount has been increased to 5.
/🆑

* Changes the base amount of bone gel.

* i am NOT a coder do NOT ask me what i did

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-06-14 13:42:46 +00:00
SkyratBot 8314290832 [MIRROR] Experimental Mineral Balance PR. [MDB IGNORE] (#21784)
* Experimental Mineral Balance PR. (#75437)

Good morning fokes, this PR is going to attempt to tweak around some of
the values of mineral costs in-game in the hopes of making the mineral
economy more engaging to the base gameplay loop, in the hopes that by
making it more self-realized, it would allow for better integration with
the rest of the gameplay loop as well as so that it doesn't completely
overshadow the credit economy. That said, **this pr only makes changes
to mined and station minerals**.

So, the base change is as follows: items with designated costs of
minerals below 1000 minerals, as designated in #75052 as
`SMALL_MATERIAL_AMOUNT`, have been left alone. Any item above 1000 or
2000, from `HALF_SHEET_MATERIAL_AMOUNT` and `SHEET_MATERIAL_AMOUNT` have
been adjusted, as sheets will now contain **100 minerals each**.

For example, if an object costed 4000 iron, 1000 glass, and 500 diamond
with the old numbers, with the changes to these defines, that item would
cost 2000 iron, 500 glass, and 500 diamond.

* Experimental Mineral Balance PR.

* materials

* more mats

* more mats

* Update medical_designs.dm

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-12 13:04:33 -07:00
SkyratBot 0bc956696e [MIRROR] Light replacer & item patches [MDB IGNORE] (#21773)
* Light replacer & item patches (#75960)

## About The Pull Request
Somehow this code break's every week, hopefully this should be the last

1. Fixes #75951
It wasn't just a problem with Jani Borg light replacer but the normal
one's too. Now they all accept glass sheet's & light tubes (including
broken one's) when you attack them with a light replacer and not just
when you pick them up with hand (which Borg's can't do obviously) and
then clicking them on the light replacer.
2. Glass sheet's & shard can be put inside backpack's or other storage
item's and now they will all be consumed from the storage and not just
light tubes & bulbs
3. Make's feedback message's more informative and display them for all
insert event. they weren't displayed when a broken light tube was put in
the light replacer
4. Only glass shards are accepted by the light replacer and not plasma,
titanium shards etc. we should not use `istype()` for this purpose
5. Removed redundant` Initialize()` proc from `obj/item/light`
6. VV editing var's works properly
7. Blue beam for bluespace light replacer last's just 0.5 seconds so it
doesn't look awkward

## Changelog
🆑
fix: light replacer accepts glass sheets & light tubes when you attack
them with a light replacer
fix: only glass shards can fill the light replacer not other shard types
qol: glass sheet's & shards inside storage items like backpacks are also
consumed when you attack the light replacer with it
qol: feedback messages when inserting lights, glass sheet's, shards into
the light replacer are more descriptive and displayed for all insert
event's
qol: blue beam for bluespace light replacer last's just 0.5 seconds so
it doesn't look awkward
refactor: renamed `add_shards()` to just `add_shard()` for adding 1
shard at a time
refactor: removed redundant` Initialize()` proc from `obj/item/light`
refactor: VV editing var's works properly
/🆑

---------

Co-authored-by: Time-Green <timkoster1@ hotmail.com>

* Light replacer & item patches

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@ hotmail.com>
2023-06-11 23:11:05 -07:00
SkyratBot 0b02ca3869 [MIRROR] Change pride tiles to generic holiday tiles, add Tramstation support [MDB IGNORE] (#21693)
* Change pride tiles to generic holiday tiles, add Tramstation support

* skyrat edits

* Update floors.dmi

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-06 21:41:02 -07:00
SkyratBot 02e3251f84 [MIRROR] Makes gasses use defines [MDB IGNORE] (#21492)
* Makes gasses use defines

* Mirror!

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-06-01 15:24:31 +12:00
SkyratBot 34a15461b5 [MIRROR] Fixes some missing textures on the labcoat suit storage + makes the paper hat a craftable item [MDB IGNORE] (#21501)
* Fixes some missing textures on the labcoat suit storage + makes the paper hat a craftable item (#75681)

## About The Pull Request

Fixes epipens, pillbottles, and test tubes having a missing texture when
put into suit storage.
Makes pills and patches invisible on the player when put into suit
storage.
Turns the paper hat into a craftable item, and by extention fixing an
issue where a paper hat would appear on your head when you put paper
into suit storage.

fixes: #69504

## Why It's Good For The Game

Fixes some missing texture sprites, makes it so the paper hat does not
appear on your head when you put it in suit storage.
Pills and patches also appeared on your body when put into suit storage,
which I thought looked weird, since they would be in your pocket or
something.

## Changelog

🆑 Seven
fix: Fixes epipens, pillbottles, and test tubes missing texture when put
into suit storage
fix: A paper hat no longer appears on your head when putting paper into
suit storage
add: The paper hat is now a craftable item
image: Pills and patches are no longer visible on a person when put into
suit storage
/🆑

* Fixes some missing textures on the labcoat suit storage + makes the paper hat a craftable item

---------

Co-authored-by: Lufferly <40921881+Lufferly@users.noreply.github.com>
2023-05-29 18:30:09 +01:00
SkyratBot 86aec08be8 [MIRROR] Test tubes and racks [MDB IGNORE] (#21400)
* Test tubes and racks

* fixes

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-05-24 17:41:32 +02:00
SkyratBot 199feff17d [MIRROR] [no gbp] Golem mineral functionality tweaks/fixes [MDB IGNORE] (#21121)
* [no gbp] Golem mineral functionality tweaks/fixes (#75343)

## About The Pull Request

Fixes a couple of things people have pointed out about golem
transformations.

- Diamond golems now stop being invisible when they attack or throw
something, they also turn invisible a bit slower.
- Using a bluespace knot takes 2 seconds instead of 3 seconds.
- Bananium Golems only slip you if they are lying down.

In order to achieve that last one I refactored the slipperiness
component to take an optional extra callback, and then killed a subtype
of it which could be replaced with passing in a callback. I tested it
and it seems to work the same as it used to.

These are largely how things were supposed to work and I just overlooked
them.
I am sure this won't be the last PR of a similar vein while people try
these out, provided that I actually hear anything they are saying about
it.

## Why It's Good For The Game

Diamond golems shouldn't be able to attack you while remaining invisible
and untargetable even if it is funny.
Clown golems aren't supposed to be able to slip you by swapping places
with you even if it is funny.
The bluespace hand was basically just worse than using the crystal and
not eating it, maybe still needs another buff after this one.

## Changelog

🆑
fix: Diamond Golems can no longer attack or throw things and remain
invisible.
fix: Bananium Golems are only slippery if you actually tread on them
(aka: while they are resting).
balance: Golem bluespace teleportation is slightly quicker.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* [no gbp] Golem mineral functionality tweaks/fixes

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-05-14 16:05:27 -07:00
SkyratBot 9d5cf1273e [MIRROR] Fixes material sniffers not being able to find materials properly [MDB IGNORE] (#21099)
* Fixes material sniffers not being able to find materials properly (#75354)

![image](https://github.com/tgstation/tgstation/assets/6209658/d91d07ba-32b3-4580-a22a-616e0aab55e2)

stack/init was adding stacks to the global list if they had LESS THAN 10
units, though the sniffer only looks for things >= 10 units. Flipped
bracket, gg. add() was also using += instead of |=, which resulted in
duplicate entries for the same object in the global list when adding
stuff to a stack.

🆑 ShizCalev
fix: The materials sniffer now actually works!
/🆑

* Fixes material sniffers not being able to find materials properly

---------

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2023-05-12 00:49:36 -07:00
SkyratBot aac6045ba8 [MIRROR] Golem Rework [MDB IGNORE] (#21001)
* Golem Rework

* SECT 9

* ok

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 03:56:30 +01:00
SkyratBot 88e4c08a98 [MIRROR] New Medical job: The Coroner [MDB IGNORE] (#20963)
* New Medical job: The Coroner

* Fixes coroner (code-side) (#21005)

* Fixes coroner

* Update jobs.dm

* trailing newline

* wew

* VR Replacements

* w

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-08 03:44:11 +01:00
SkyratBot 87f61f2a1c [MIRROR] Cyborg Rechargers material changes, part two [MDB IGNORE] (#20932)
* Cyborg Rechargers material changes, part two (#74814)

## About The Pull Request
Continuation of #74770;
- Fixes some botched math due to the borg material storage datums using
a proprietary value per sheet (500 vs 2000)
- Restocking is now enabled by default when a borg enters a charger. It
can be disabled during the charge session, but will re-enable the next
time the charger is used.
- Moves the Metal and Glass storage datums to a new shared subtype.
- Restocking speed scales with the manipulator tier of the recharger; By
default, it is 1/8th the total metal/glass storage per cycle, and
increases to 1/5th with a tier 4 manipulator.
## Why It's Good For The Game
These were changes I meant to make before the last PR was merged.
## Changelog
🆑
fix: Fixed math on cyborg restocking
qol: borgs entering chargers now have the restocking feature enabled by
default. It can be disabled with a right-click while charging if you
don't want to eat the station's mats.
balance: Borg restocking speed now scales with the charger's manipulator
tier.
/🆑

* Cyborg Rechargers material changes, part two

---------

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2023-05-06 02:30:26 +01:00