* 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>


</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>
* Makes fanny packs be silent, others can't see what you put in or take out. (#78010)
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<!-- 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,
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## Changelog
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:cl:Guillaume Prata
balance: Fanny packs are now silent, no one will get a chat message
about what you put in or take out.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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---------
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>
* 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>
* 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>
* 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>
* 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 >:(
* Emergency toolboxes are thrown faster (#77657)
## About The Pull Request
Emergency toolboxes have 3 throwspeed (up from 2)
## Why It's Good For The Game
Consitency with the red pen which also has +1 throw speed
## Changelog
🆑 Melbert
balance: Red toolboxes go faster
/🆑
* Emergency toolboxes are thrown faster
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes Ticked File Enforcement and Missing Unit Test (and makes said Unit Test Compile) (and genericizes the C&D list to the base unit test datum)
* Updates ignores
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff
* oorah
* im sure more will come up eventually
---------
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* fixes medbots made with tactical medical kits having the wrong skin (#77080)
Fixes#76996🆑 ShizCalev
fix: Medbots made with tactical medical kits now have the correct skin
/🆑
* fixes medbots made with tactical medical kits having the wrong skin
---------
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* The nukie sniper kit has a gun in it again. (#77531)
## About The Pull Request
Closes#77527
Due to a minor mistake in #77330, the nukie sniper rifle briefcase
doesn't currently override PopulateContents(), meaning it contains
nothing but a pen and some paper. This mistake has been fixed.
## Why It's Good For The Game
When you spend 18 TC on a sniper rifle, you should probably get a sniper
rifle.
## Changelog
🆑
fix: The Nuke Op/Lone Op sniper briefcase now properly contains a sniper
rifle.
/🆑
* The nukie sniper kit has a gun in it again.
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
* Adds the Storage Implanter to the spy kit. (#77452)
## About The Pull Request
Adds the storage implanter to the spy kit to make it decent.
## Why It's Good For The Game
This PR hopes to bring Spy at least a little more in-line with the rest
of the syndie-kit specials, so it doesn’t feel like a complete dud to
get.
Spy absolutely sucks as a syndie-kit and getting it is basically
throwing away 20 TC. Not all of them should be equally powerful but all
of them should be at least more satisfying to get. Spy is so bad that
it’s listed in the official wiki as ‘honestly not that good’. It’s also
_barely_ even above 25 telecrystals as the switchblade is a black market
uplink item, not a syndicate uplink item, and not even that good of an
item at that! And the chameleon kit inside isn’t even a full chameleon
kit! Pitiful. Compare it to stealth right below it which totals to _36_
telecrystals.
Adding a storage implant adds a relatively useful item to the kit that
still fits with the entire theme of ‘stealth and deception’, as you can
be searched without having anything on you. To be stealthy, and deceive
people. Like you should. Given the fact that searches are quite common.
It doesn’t make it TOO overpowered as the rest of the gear is still ‘not
that great’.
## Changelog
🆑
balance: added the storage implanter to the syndie-kit tactical 'spy'
kit to make it decent.
/🆑
Co-authored-by: oilysnake <63020759+oilysnake@ users.noreply.github.com>
* Adds the Storage Implanter to the spy kit.
---------
Co-authored-by: DeerJesus <willgiscool@gmail.com>
Co-authored-by: oilysnake <63020759+oilysnake@ users.noreply.github.com>
* Adds rolling up sleeves to the greyscale buttondown, adds greyscale suitskirt, minor buttondown resprite (#77404)
## About The Pull Request
I noticed some recent PRs were replacing some suits with the buttondown
+ slacks, which isn't a terrible idea, but these changes also removed
the suitskirt variants of these, as well as the buttondown not
supporting rolling up its sleeves
and more subjectively, I _really_ don't like the horizontal line on the
buttondown, makes you look fat, don't like it
so I decided to remedy these issues myself
<details>
<summary> Screenshots </summary>
Service suitskirt

Rolled up sleeves

Rolled up sleeves sidesprite

</details>
The skirt itself is a slightly modified version of the skirt from the
greyscale skirtleneck
I had to put it in the shorts_pants_shirts.dmi files for greyscale
config reasons, not sure if everything is named correctly or necessarily
in the right place here
## Why It's Good For The Game
Re-adding the removed suitskirts is more objectively a good thing, the
resprite is more subjective but honestly I was mostly motivated to make
this by my hatred for how the buttondown looked before so lol
I also noticed a minor bug that was implemented when the old black suit
was replaced with a variant of the slacks
## Changelog
🆑
add: Added greyscale suitskirt, available in clothesmates
add: You can now roll up the sleeves of greyscale buttondown shirts
qol: Re-added previously removed black suitskirt and the RD's tan
suitskirt, as pre-colored variants of the above
fix: Fixed only one buttondown with slacks being available in
clothesmates
image: Slightly adjusted greyscale buttondown sprite, you look less fat
now!
/🆑
* Adds rolling up sleeves to the greyscale buttondown, adds greyscale suitskirt, minor buttondown resprite
* Adds the new clothing to loadouts
* Modular icons
* Removing some bloat from a previous pr while we are at it
---------
Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Science Resprite! (With Sovl!) (#77314)
<!-- 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
What a crusty department. These outfits are...
Something.

How old are these now? I'm pretty sure they're unchanged since when I
started playing years ago on other servers.... besides the RD Turtleneck
and Roboticist suit of course. But they still did have some touch-ups to
be made...
Regardless, I think this department deserves a little love!
I've tried to stay true as I could to their current designs; this isn't
a re-**_design_**, just a re-sprite. I used the base jumpsuit design
from Medbay for most of these since it's the most modern suit that fit
with the colored-spots style.

All of them have been touched up, and the RD's "alt" is now a subtype of
the buttondown so it can easily inherit any sprite updates in the
future.
<!-- 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
These deserved some touch-ups and modernization, and while I'm not keen
on entirely reworking them I figured I could at the least give them the
update the Science Team deserves.
(The buttondown has an outdated obj sprite in this image! It's since
been made smaller and more folded)
Also labcoats for comparison




<!-- 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. -->
🆑
image: resprited the entirety of RnD! Genetics, Robotics, the RD, and
the Science Team themselves will enjoy the fresh new looks but same
great taste! No, wait, great STYLE! Don't eat these, they're covered in
chemicals.
/🆑
<!-- 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,
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* Science Resprite! (With Sovl!)
* Update vending.dm
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Updates all the icons in under/suits.dmi and related sorting/cleanup (#76865)
Somebody was pointing out how our suits varied WILDLY in quality
Figured I'd go through and tidy them up
* Updates all the icons in under/suits.dmi and related sorting/cleanup
* Rename Amish suit, remove scratch suit (was removed upstream)
* Fixes a rogue path
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* 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>
* Expands storage of tactical medkits. Also puts premium medkit in nukie med bundle as should. (#77018)
## About The Pull Request
Premium medkits weren't able to hold stuff they were spawning with so i
expanded it.
Also @ necromanceranne seemed to forgot to put premium medkit to surgical
bundle, so i fixed it.
## Why It's Good For The Game
Less bluespace magic.
## Changelog
🆑
qol: Tactical medkits now can hold stuff it spawns with.
fix: Nukie Medical Bundle now spawns with premium tactical medkit as it
should.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
* Expands storage of tactical medkits. Also puts premium medkit in nukie med bundle as should.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
* Adds in the smoothbore disablers.
* Resolve merge conflicts + ammo HUD stuff
* No better way to do this than a skyrat edit since the proc sleeps
* Fixes a changed path
---------
Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts
* Update communications.dm
* Modular override
* Some modular adjustments, removes 'emagged' vars in favor of obj_flags
* whoops, mobs don't have obj_flags.
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Adds a new heavy weight space pirate variant: The space IRS!
* Fix merge conflicts, UpdatePaths
* Fixes some path changes
* Updates icon files, adds a new sprite for breacher slug box illustration
* Removes some skyrat edits and puts them in modular overrides instead
---------
Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* 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>
* Increases throwing weapons box storage to fit reinforced bolas and stuff it spawns with. (#76482)
## About The Pull Request
- Increased box with throwing weapons storage to fit the things it
spawns with, such as reinforced bolas.
- Increased debug boxes to fit other boxes and the items it spawns with
too.
## Why It's Good For The Game
Less bluespace magic.
## Changelog
🆑
qol: Box with throwing weapons now can hold the items it spawns with.
Incredible!
admin: Boxex of materials, debugtools and stabilized extracts now 99 of
total storage because they are meant to be debug.
/🆑
* Increases throwing weapons box storage to fit reinforced bolas and stuff it spawns with.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Improves some confusing aspects of the Library (#75781)
## About The Pull Request
The barcode scanner now uses balloon alerts and only has 2 modes: check
in and add to inventory. It used to have 4, 2 of which were useless.
Added a title and author to chuuni granter so it's not broken to the
Curator's console. Moves inventory ui data stuff to ui static data so we
can reference it in checkout, which now uses a dropdown list of all
books in checkout, instead of having you fill out the name of the book
yourself.
Removes sending things to a computer by scanning a book then connecting
it to a computer. Just connect it to a computer first, there's no need
for this copy and paste stuff.
Finally, lets the book bag hold posters, since the Curator prints them
and it would be nice if they can also carry them without filling a bag.
Video was taken before the balloon alert stuff so just ignore that part
https://github.com/tgstation/tgstation/assets/53777086/e78011af-fb23-4553-a92d-f3dcc8bb5601
## Why It's Good For The Game
The library is currently very confusing for new people to figure out, I
thought this might be able to help with that.
The dropdown in the UI now means it's easier to give out books in
inventory, and you can no longer just type whatever the hell you wanted.
## Changelog
🆑
qol: The Curator's barcode scanner has been simplified into 2 modes:
check-in and add to inventory.
qol: The Book bag can now hold posters.
ui: The library console can now lend books out easier with a dropdown
menu to all inventory books.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Improves some confusing aspects of the Library
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* 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>