Commit Graph

1088 Commits

Author SHA1 Message Date
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 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 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
Paxilmaniac 1f204e806e Guncargo 2023 : I love the free market : No interest, no buying companies, no money down! : Cheaper literally everything (#23244)
* ea nasir damn you

* surely there are no consequences to any of this

* nineteen dollar pistol, just a week away

* i love buying product

* look at all these great deals!

* just a week away

* should fix windows build

* should let borgs place requests

* lets borgs use it fr

* epic logic L

* actually for real fixes silicons ordering from imports

* get real

* makes cargo ordered stuff not show up locked in a crate

* makes it impossible to get that infinite cash from small orders

* i dont think we need this anymore?

* switches up the selection a tiny bit to fit the new system

* removes a bit i commented out but didnt delete

* lets see if moving that to static data makes it still work fine

* turns out that it was not, in fact, fine

* Update modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm

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

* makes adv tools more expensive and fixes budget orders

* restricts some large weapons i forgot to

* fixes some magazine import pathing

* those dont exist anymore pal!

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-08-30 16:20:01 -04:00
larentoun 05ba93ae51 [REFACTOR] Moves some Cargo-related stuff to master_files (#22676)
* move to masterfiles

* remove dependecies

* update dme

* hidden -> special

* update readmes
2023-08-30 16:13:51 -04:00
SkyratBot 1f04d51005 [MIRROR] strips access restrictions to all cargo orderable animals [MDB IGNORE] (#23305)
* strips access restrictions to all cargo orderable animals (#77892)

## About The Pull Request

pretty much what it says on the tin, did you know that you have to have
medical access to order cats? or that only the HoS can order crabs and
even then it requires bluespace pods? or how about the fact that cows
are locked behind hydroponics access?

this has been rectified by stripping the access requirements from all
the animals in the livestock category of the cargo orders console,
PLEASE TAKE NOTE: this does not allow you to purchase crates that were
locked behind some other form of locking mechanic, such as crabs needing
bluespace pods, or butterflies requiring contraband access via hacking,
they still require those things, just no longer an ID.

## Why It's Good For The Game

let assistants build their farms, there isn't actually any mechanical
bonus to being able to buy animals other than i guess you can ride pigs
and horses? its fun to be able to buy all the animals without me having
to go to the HoP and get a chefs ID with botanical access, and then get
medical access, and then ask the HoP to tag along so i can get him to
buy a corgi crate, you know what i mean?

## Changelog

🆑

balance: removes the access restrictions from all animals found under
the livestocks tab of the cargo order console, now assistants can
private order animals for their farms without access hunting

/🆑

* strips access restrictions to all cargo orderable animals

---------

Co-authored-by: Donglesplonge <120208006+Donglesplonge@users.noreply.github.com>
2023-08-24 21:22:21 -04:00
Paxilmaniac 302cbe7b45 Various related bolt action rifle changes (#23108)
* aw yup

* ill fix that upstream later

* lowers the price a bit (and also re-eliminates the tg soviet crate)
2023-08-16 23:28:25 -07:00
SkyratBot 2d804d3645 [MIRROR] 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 [MDB IGNORE] (#23091)
* 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>
2023-08-15 16:41:13 -04:00
SkyratBot d0a892d19c [MIRROR] Big Slappy | Giant Weapon DLC [MERGE READY!!!] [MDB IGNORE] (#23082)
* Big Slappy | Giant Weapon DLC [MERGE READY!!!] (#77273)

## About The Pull Request
Big Slappy is a new illegal shovel/wrench which can be obtained through
illegals means. Parts you need to craft it can be found on the black
market uplink for a low price, but if it is not there you can find it on
the imports page on your hacked cargo console for 4400 credits usually.
Big Slappy makes you slow and you will get 10 recoil damage everytime
you hit someone and you will knock down your opponent for two seconds
while throwing people back like a baseball bat. It deals 30 damage and
is the fastest shovel/wrench out there. It can be folded into its wrench
form which will change its typing and makes it look like a wrench. It
also deals more damage in the wrench state, but also deals more recoil
damage and your target will not get knocked down. This weapon will
probably only appear in a few rounds since it has recoil damage, is slow
and costs a lot to obtain. It also has a longer meele attack cooldown.

To craft it you need 4 wrenches, 1 drill, 5 plasteel, 10 rods and 1 big
slappy parts using tools.

![promo](https://github.com/tgstation/tgstation/assets/25363960/4d619283-832c-4ce0-b3b2-e6ddb3dbd988)
## Why It's Good For The Game
Cool new weapon.
## Changelog
🆑
add: Added big slappy
image: Added big slappy parts and big slappy sprites
/🆑

* Big Slappy | Giant Weapon DLC [MERGE READY!!!]

---------

Co-authored-by: Comxy <tijntensen@gmail.com>
2023-08-14 19:27:01 -04:00
SkyratBot d2b4b475cb [MIRROR] Spiders don't automatically grant an antag datum [MDB IGNORE] (#23029)
* Spiders don't automatically grant an antag datum (#77523)

## About The Pull Request

Fixes #77501

Spider egg ghost role spawners grant the spider antag datum, rather than
the act of being a spider.
This means that gold core, mapstart, polymorph belt, and other spiders
will not have an antagonist datum.

While doing this I also made a new abstract `mob/living/basic/spider`
type which all three kinds of spider life stage (`spiderling`, `young`,
`giant`) extend from, because there was a gross amount of copied code.
Now there isn't.

Also the Flesh Spider and Event Midwife eggs now simply hatch adult
spiders instead of child ones.
This is because there is no reason for either of these to have a two
minute wait time before they get going. Midwife spiders spawned by the
event should just start spidering immediately, and Flesh Spiders are
made by changelings and shouldn't be effected by measures introduced to
balance the spider gamemode.
Eggs which are laid during a round and _can_ hatch into midwife spiders
still hatch baby spiders.

Also I swapped some white pixels on the animation of the ambush
spiderling for a different colour because they looked bad.

## Why It's Good For The Game

While the policy is always "if you turn yourself into something, you're
not an antagonist" the presence of the antag datum still confuses
people. Plus that code was gross and I didn't like it.

## Changelog

🆑
fix: Giant Spiders only have an antag datum if created by the round
event.
balance: Flesh spider eggs hatch into adult spiders instead of baby
spiders.
balance: The eggs spawned by the start of the spider infestation event
hatch into adult Midwife spiders instead of baby ones.
/🆑

* Spiders don't automatically grant an antag datum

* Modular paths

* Modular paths

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-12 00:17:56 -04:00
SkyratBot 7c68b51b6c [MIRROR] Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes) [MDB IGNORE] (#22937)
* Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes)

* Update nukeops.dm

* Update clownops.dm

* Modular fixes

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-08 12:38:40 -04:00
SkyratBot 731f83862f [MIRROR] Moves coroner surgery tools to their surgery duffel [MDB IGNORE] (#22922)
* Moves coroner surgery tools to their surgery duffel

* Update backpack.dm

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-08-07 20:04:54 -07:00
SkyratBot ec49c116d0 [MIRROR] BSA Supplies Cargo Crate now comes with a guide paper [MDB IGNORE] (#22907)
* BSA Supplies Cargo Crate now comes with a guide paper (#77371)

## About The Pull Request
Wrote up a small step by step guide to assembling the bsa, in case
someone isn't really sure since it's a bit different from building a
normal machine.

![image](https://github.com/tgstation/tgstation/assets/20830349/f1d7a823-e681-4de0-b305-a90f95ae5222)

## Why It's Good For The Game
Makes it easier to build for people that don't know how, I feel like
that's probably a good thing.

## Changelog
:cl:Senefi
qol: Bluespace Artillery Cargo Crate includes a guide paper for how to
assemble it.
/🆑

* BSA Supplies Cargo Crate now comes with a guide paper

---------

Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
2023-08-06 19:18:47 -04:00
SkyratBot b9f559776e [MIRROR] Replaces Upgraded Cybernetic Ears with two new variants [MDB IGNORE] (#22854)
* Replaces Upgraded Cybernetic Ears with two new variants  (#75931)

## About The Pull Request
Adjusts the placement of basic and upgraded cybernetic ears in the
research tree and adds two new variants: Whisper-sensitive Cybernetic
Ears, which make it slightly easier to hear whispers from a tile away,
at the cost of higher vulnerability to flashbangs and other loud noises;
and Wall-penetrating Cybernetic Ears, which allow you to 'hear through
walls' so to speak, also at the cost of higher vulnerability to loud
noises.

Basic cybernetic ears are now in basic medical tech node, meaning that
medbay can print them roundstart the same as other basic cybernetics.
The upgraded cybernetic ears are now unlocked with the other tier 2
cybernetics. The two new ear variants are unlocked with the other tier 3
cybernetic organs, and the luminiscent and welding shield eyes have also
been moved there from the cybernetic implants node for consistency
reasons.

The whisper ears allow you to clearly hear whispers from up to seven
tiles away, the same range where you can hear normal speech. The
wall-penetrating ears allow you to hear normal speech within seven tiles
even through walls. Due to technical limitations, runechat popups do not
show up for people you can't see, but the messages will still show up in
chat.
## Why It's Good For The Game
Currently, upgraded cybernetic ears are very underwhelming compared to
other high-tier cybernetic organs. All other high tier organs provide
some sort of benefit; even if the benefit is minor like a built-in
flashlight, a slightly higher tolerance to alcohol and toxins, or higher
tolerance to disgusting food. This change is intended to grant similarly
minor but useful benefits to the cybernetic ears.
## Changelog
🆑
add: Added whisper-sensitive cybernetic ears, which make it much easier
for the user to hear whispers at the cost of being more vulnerable to
loud noises
add: Added wall-penetrating cybernetic ears, which allow you to hear
speech through walls
balance: Basic cybernetic ears and upgraded cybernetic ears are now
unlocked with the other basic/normal cybernetics
balance: The welding shield and luminiscent cybernetic eyes are now
unlocked with the other upgraded cybernetics
/🆑

* Replaces Upgraded Cybernetic Ears with two new variants

* Modular adjustments

* Linters

* Linters

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-03 06:51:26 -04:00
SkyratBot 60df7291ce [MIRROR] [READY] Fishing and aquarium expansion. [MDB IGNORE] (#22731)
* [READY] Fishing and aquarium expansion.

* Update general.dm

* Update production_skill.dm

* Merge conflict

* Merge branch 'upstream-merge-76531' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-76531

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 18:41:43 -04:00
SkyratBot e0ab5a3328 [MIRROR] Converting crabs to basic mobs [MDB IGNORE] (#22710)
* Converting crabs to basic mobs (#77109)

## About The Pull Request
Exactly what it reads on the tin. As a bonus, they will flee from
attacking targets, hunt tiny critters (crabs are now small-sized) and
actually move sideways (it's an element that covers both client and
basic movement)

## Why It's Good For The Game
Another simple to basic mob refactor.

## Changelog

🆑
refactor: Crabs refactored into basic mobs. They now hunt tiny critters
and flee from attackers.
fix: Fixed crabs not crab-walking.
/🆑

* Converting crabs to basic mobs

* UpdatePaths

* More path changes

* Update simple_animal_freeze.dm

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 18:05:51 -04:00
SkyratBot 38dc811b6b [MIRROR] NEW STATION TRAIT: Radioactive Nebula [MDB IGNORE] (#22614)
* NEW STATION TRAIT: Radioactive Nebula

* Update job_boxes.dm

* Increase the intensity increment time so that shields will last longer

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-24 02:07:40 -04:00
SkyratBot 342ad95a3a [MIRROR] Various tweaks to cargo/bounties [MDB IGNORE] (#22648)
* Various tweaks to cargo/bounties

* Update security.dm

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-23 22:01:38 -04:00
SkyratBot da26dabf3c [MIRROR] add pony [MDB IGNORE] (#22607)
* add pony (#76955)

* add pony

---------

Co-authored-by: scriptis <scriptif@proton.me>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-21 16:54:09 -04:00
SkyratBot 08c90f2116 [MIRROR] [MDB IGNORE] Angled Lights & Lighting Prototyping Tool [MDB IGNORE] (#22582)
* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool  (#74365)

## About The Pull Request

Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.

Let's start from first principles yeah?

### Why Angled Lights?

Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.

![image](https://user-images.githubusercontent.com/58055496/228785032-63b86120-ea4c-4e52-b4e8-40a4b61e5bbc.png)

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.

Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.

### How Angled Lights?

This is more complex then you'd first think so we'll go step by step

![image](https://user-images.githubusercontent.com/58055496/228786117-d937b408-9bc2-4066-9aee-aae21b047151.png)

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.

This is very useful for angle work, since it makes it almost totally
free.

Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in

We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.

We do need some extra fenangling to make this all work nicely tho.

We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.

So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.

I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.

### Debug Tool?

In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.

Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

![image](https://user-images.githubusercontent.com/58055496/228776539-4b1d82af-1244-4ed6-8754-7f07e3e47cda.png)
The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.

The second button opens a debug menu for that light

![image](https://user-images.githubusercontent.com/58055496/228777811-ae620588-f08a-4b50-93a0-beea593aea77.png)
There's a lot here, let's go through it.

Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.

This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.

Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.

My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.

### Lemon No Why What

Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.

Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.

(Images as examples)

![image](https://user-images.githubusercontent.com/58055496/228786801-111b6493-c040-4199-ab99-ac1c914d034c.png)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.

This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.

![image](https://user-images.githubusercontent.com/58055496/228786483-b7ad6ecd-874f-4d90-b5ca-6ef78cb70d2b.png)

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance.

Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels

![image](https://user-images.githubusercontent.com/58055496/228786594-c6d7610c-611e-478b-bcba-173ebf4c4b12.png)

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.

### Misc + Finishing Thoughts

Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.

I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.

### Farish Future

I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.

This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.

## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑

---------

Co-authored-by: MMMiracles <lolaccount1@ hotmail.com>

* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool

* Update north_star.dmm

* Revert "Update north_star.dmm"

This reverts commit bb5b8b5a549f7edc3e23a369a147ed96bab41991.

* Updatepaths

* Update nukie_base.dmm

* Newer version of northstar with the penguins

* Update northstar_cryo.dmm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: MMMiracles <lolaccount1@ hotmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-21 00:43:21 -04:00
SkyratBot e5f96d905d [MIRROR] Fixes a spelling error in the name of the Tiziran fish case. [MDB IGNORE] (#22537)
* Fixes a spelling error in the name of the Tiziran fish case. (#76885)

This, as the title suggests, fixes a spelling error in the name of the
Tiziran fish case.

Namely, it corrects "Ti**riz**an Fish Case" to "Ti**zir**an Fish Case".

* Fixes a spelling error in the name of the Tiziran fish case.

---------

Co-authored-by: sergeirocks100 <31294280+sergeirocks100@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-18 18:12:30 -04:00
SkyratBot 3bb961da83 [MIRROR] Cleans up the lavaland exports to be properly consistent with their sources, readds missing items to their appropriate spots [MDB IGNORE] (#22562)
* Cleans up the lavaland exports to be properly consistent with their sources, readds missing items to their appropriate spots (#76883)

## About The Pull Request

This list has probably needed some work for a bit.

## Why It's Good For The Game

Missing items and incorrect items bad. Fixes
https://github.com/tgstation/tgstation/issues/76829

## Changelog
🆑
fixes: Cleans up the lavaland exports to the modern loot table lists.
/🆑

* Cleans up the lavaland exports to be properly consistent with their sources, readds missing items to their appropriate spots

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-18 16:37:25 -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
SkyratBot e264ee3644 [MIRROR] Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts [MDB IGNORE] (#22469)
* 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>
2023-07-15 16:46:17 -04:00
SkyratBot fd2c6fb35b [MIRROR] Adds a new heavy weight space pirate variant: The space IRS! [MDB IGNORE] (#22365)
* 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>
2023-07-15 03:39:23 -04:00
SkyratBot e6b03254ce [MIRROR] Converts foxes to basic mobs. [MDB IGNORE] (#22358)
* Converts foxes to basic mobs. (#76662)

## About The Pull Request

As the title says, foxes are now basic mobs.

Foxes have a few new behaviors now, rather than the zero behaviors they
had before. Foxes, being very skittish animals, will flee from anything
that damages them. Additionally, they now have hunting behavior,
tracking down and killing anything of their size or smaller - regardless
of faction. They will not, however, hunt as long as someone is watching
them - which is to say, if any living humans are within 7 tiles of them.
Don't leave a fox and a chicken together while you're transporting your
grain to Lavaland! Also, make sure you don't leave Renault and Ian on
their play date unsupervised...

![image](https://github.com/tgstation/tgstation/assets/105025397/152f56f7-02ae-4b1f-8556-2571ed485683)
## Why It's Good For The Game

Gets rid of another simple animal. We grow ever closer to ascension.

Also, makes foxes a little more interesting rather than simply another
animal that does literally nothing. Renault will now flee from anyone
trying to kill her, for instance. Also opens up unique avenues of pet
murder if you want to make it look like an accident.
## Changelog
🆑
refactor: Foxes are more crafty now. They will run from danger, and hunt
small prey when no one is keeping an eye on them. Don't leave Renault
alone with Ian!
/🆑

* Converts foxes to basic mobs.

* Run UpdatePaths

* Fixes a renalt objective modular override

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-12 10:32:33 -04:00
SkyratBot d8a19cf7ae [MIRROR] Makes cargo orders and req forms easier to differentiate [MDB IGNORE] (#22227)
* Makes cargo orders and req forms easier to differentiate

* Update code/modules/shuttle/supply.dm

Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>

* removes one skyrat edit in favor of this

* Too much whitespace

---------

Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-07-12 06:38:10 +00:00
SkyratBot fcaa706706 [MIRROR] Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead [MDB IGNORE] (#22110)
* Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead (#76296)

## About The Pull Request

Title.

Also, fixes https://github.com/tgstation/tgstation/issues/75568 at the
request of @ TheVekter

## Why It's Good For The Game

This subtype only exists to append ore box behavior and is clearly a
relic of pre-2020 mechcode.
Keeping it around will only make it harder in the future to add new
mechs with ore box support.

## Changelog

🆑
fix: Clarke ore box now has a less confusing dump contents button.
/🆑

---------

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

* Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead

* updatepaths

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-07-04 13:35:22 +00:00
SkyratBot f42e8d2b17 [MIRROR] Removes language encryption keys [MDB IGNORE] (#22170)
* Removes language encryption keys (#76309)

## About The Pull Request

We want languages to be special to species, these devalue that and make
them far too common.
The listen only thing does this especially badly. I'm sorry arcane I
know it's good for cargo but this vibes horrible and we shouldn't have
it

## Why It's Good For The Game

You should be able to talk privately via language with minimal snoopage

## Changelog
🆑
del: Removed language encryption keys from cargo, s bad for species
talking among each other, a thing we want them to do
/🆑

* Removes language encryption keys

* Removes our own translation keys too.

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-03 18:18:27 -04:00
SkyratBot 02e36ec18e [MIRROR] Expanding the Experimental MODsuit Bepis Node with three new modules. [MDB IGNORE] (#21851)
* Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)

## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.

This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.

To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.

## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.

Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.

## Changelog

🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑

* Expanding the Experimental MODsuit Bepis Node with three new modules.

* update modular, I hate this file btw

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-07-01 14:21:47 -04:00
SkyratBot 1298260b04 [MIRROR] HMS, once again. [MDB IGNORE] (#22144)
* HMS, once again. (#75654)

## About The Pull Request

Bug reports seem to come in after the last fix gets merged. It makes me
sad.

## Why It's Good For The Game

The EHMS injector no longer continues to inject no matter what.

Fixes #75776

## Changelog
🆑 Chadley
fix: fixes the EHMS injector's do_after()
code: Improves the code for the disease scan proc (thank you fikou)
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>

* HMS, once again.

---------

Co-authored-by: Charlotte <98856144+orthography@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
2023-06-30 23:17:21 -07:00
SkyratBot b3b772d66d [MIRROR] [s] Stop trusting user input in cargo computers [MDB IGNORE] (#22064)
* [s] Stop trusting user input in cargo computers (#76343)

<!-- 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

Swear to fucking christ

* [s] Stop trusting user input in cargo computers

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-06-26 16:35:36 -04:00
SkyratBot ea7d14188f [MIRROR] Don't use usr var inside ui_act() in cargo computer [MDB IGNORE] (#22003)
* Don't use `usr` var inside `ui_act()` in cargo computer (#76007)

## About The Pull Request

As explained in
https://github.com/tgstation/tgstation/pull/74696#discussion_r1166099547

> no, bad 🗞️
> if this is in ui_act the ui datum holds a reference to the user mob,
use that. We do not guarantee that ui_act will be called off topic()
forever (it runs at the end of ticks so is possibly gonna get verb
delay'd at some point)

So yeah let's do that

## Changelog
🆑
code: makes sure cargo computer doesn't use `usr` var inside `ui_act()`
which could cause undefined behaviour
/🆑

* Don't use `usr` var inside `ui_act()` in cargo computer

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-06-23 16:16:39 -07:00
SkyratBot 8f2c771b5f [MIRROR] Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. [MDB IGNORE] (#21953)
* Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. (#76020)

Changed hardcoded matter bins values to use defined
`SHEET_MATERIAL_AMOUNT` for following stuff: autolathe, protolathe, mech
fabricator and component printer.

`Material Access Bar` and `MaterialIcon` used for protolathes, circuit
printers and etc. now also use defined `SHEET_MATERIAL_AMOUNT`, via
static ui data, to prevent same issues in future.

Also changed some notes in /// parts just because why not.

* Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-06-23 15:34:52 -07:00
SkyratBot c6a23e4925 [MIRROR] Adds shark plushie, removes pickle Rick plushie [MDB IGNORE] (#21993)
* Adds shark plushie, removes pickle Rick plushie (#76206)

## About The Pull Request
Come on, look at it. It's adorable.

![image](https://github.com/tgstation/tgstation/assets/7019927/16b30cc4-b416-442f-a8b8-e134692c580a)

![image](https://github.com/tgstation/tgstation/assets/7019927/4ae4bd77-0621-4ca1-a858-f64faffde9aa)
Sprites courtesy of INFRARED_BARON

Available for purchase from Cargo as a goodie.

Acts as a replacement for the pickle Rick plush which is going to Brazil
where it belongs

![image](https://github.com/tgstation/tgstation/assets/7019927/0c5c0a3b-6966-4b27-aba1-0c4a1c5d3c34)

## Why It's Good For The Game
Everyone needs a shark plushie. Happy pride!

## Changelog
🆑
add: Adds a shark plush, obtainable from Cargo for a nominal fee.
del: Removed plush cucumber by popular request. Cucumber has been
replaced by the shark plushie in arcade machines.
/🆑

* Adds shark plushie, removes pickle Rick plushie

* add to loadout

---------

Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-22 16:35:42 +00:00
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 b90da38061 [MIRROR] Shipping manifests now display repeated items on a single line & Makes an adjustment to manifest errors [MDB IGNORE] (#21883)
* Shipping manifests now display repeated items on a single line & Makes an adjustment to manifest errors (#76012)

## About The Pull Request

Firstly, what is says on the tin. Screenshots for comparison:
| Old | New |
| ------------- | ------------- |
|
![imagen](https://github.com/tgstation/tgstation/assets/80640114/28f5f3d0-addd-4c48-a3e2-291a540c31ed)
|
![imagen](https://github.com/tgstation/tgstation/assets/80640114/e8e0a6f2-c45c-49c4-8e08-924b1603e759)
|

Secondly, I had to rewrite the way manifest content errors work and took
the liberty of making some adjustments:
- Items are now guaranteed to be missing from the manifest if the error
is rolled (Otherwise you could get unlucky and receive a manifest that's
labelled as erroneous but has no signs of it)
- Rather than being a 50% chance to omit each item, it will remove a
random number of items from 1 to half of the total amount of items.
## Why It's Good For The Game

Improves the readability of the manifests.
Removes a fairly annoying edge case with manifest errors.
## Changelog
🆑
fix: shipping manifests labelled as erroneous due to missing contents
are now guaranteed to be missing contents
spellcheck: shipping manifests now display repeated items on a single
line
/🆑

* Shipping manifests now display repeated items on a single line & Makes an adjustment to manifest errors

---------

Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com>
2023-06-18 15:14:00 +01:00
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 372fb9ab93 [MIRROR] Cannot use departmental budget cards as source of credit withdraw [MDB IGNORE] (#21915)
* Cannot use departmental budget cards as source of credit withdraw (#76113)

Currently you can put cargo's budget card into your PDA, go into NT Pay
and send over the budget to any pay token you want including yours. This
just adds a check to ensure you aren't using that kind of card as
withdrawal source.

* Cannot use departmental budget cards as source of credit withdraw

---------

Co-authored-by: Pepsilawn <reisenrui@gmail.com>
2023-06-18 13:44:19 +01:00
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
Gyran 794a30773d Reintroduce Dragnet crates for security (#21793)
* reintroduces Dragnet crates to cargo orders

* Update security.dm

* Removed duplicate
2023-06-12 09:55:59 -07:00
SkyratBot 1ae14213cd [MIRROR] Adds the Coroner vendor to the desc of its supply pack [MDB IGNORE] (#21737)
* Adds the Coroner vendor to the desc of its supply pack (#75915)

## About The Pull Request

Forgot to add the MortiDrobe to the description of the pack when adding
its refill canister, this is a minor fix.

## Why It's Good For The Game

Minor fix to the pack description.

## Changelog

🆑
spellcheck: The Medical vending refill crate's description now properly
displays the Coroner's vendor as being part of its contents.
/🆑

* Adds the Coroner vendor to the desc of its supply pack

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-06-10 19:34:56 -07:00
SkyratBot c4a58bb0c6 [MIRROR] Cleans up/renames as private some internal var definitions, removes some fucked uses of internal list vars [MDB IGNORE] (#21679)
* Cleans up/renames as private some internal var definitions, removes some fucked uses of internal list vars (#75769)

## About The Pull Request

[Improves the documentation of DCS lists, removes old list of callback
docs that no longer
apply](https://github.com/tgstation/tgstation/commit/c3821d9f5ffaeaa4772f927c819da0c1de0ca27c)

[Adds a second signal register to decal rotating, adds a trait to
objects under a tile. STOP DIRECTLY READING HIDDEN LISTS I SWEAR TO
GOD](https://github.com/tgstation/tgstation/commit/6b3f97a76a6f7d24ab952739a1561633922994e1)

[Removes direct reads of the timer list, they were redundant
mostly](https://github.com/tgstation/tgstation/commit/14fcd9f8a6d1b2d42ec6df3493ebc76fe7c12032)

[Please stop directly reading/modifying the traits list to ensure your
dna rot follows the
brain](https://github.com/tgstation/tgstation/commit/ec0e5237ec2b7c3b7806cb993670acc8ce388bdc)

[Marks internal datum lists as well internal with
_](https://github.com/tgstation/tgstation/pull/75769/commits/57c6577ff61629b8ea792ee37ec4f2490a8e2865)

[57c6577](https://github.com/tgstation/tgstation/pull/75769/commits/57c6577ff61629b8ea792ee37ec4f2490a8e2865)

Does the same to _clear_signal_refs() in hopes of keeping people from
touching it

## Why It's Good For The Game

They pissed me off.

Users should not be touching these lists, especially in ways that make
assumptions about their structure and are thus prone to breaking if that
ever changes.
Most of these are close to zero cost changes, using a wrapper to solve
the problem, or just yeeting it

Two aren't, Decals with a direction have gained a second signal register
on init, and things that sit underfloor (cables/pipes) now get a trait
when inserted there.

This should have a minimal impact on memory/init time, bugging
@ Mothblocks about it just in case

* Cleans up/renames as private some internal var definitions, removes some fucked uses of internal list vars

* fix

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-07 15:10:42 +00:00
SkyratBot 19d04376e6 [MIRROR] Refactors chicks into basic mobs [MDB IGNORE] (#21602)
* Refactors chicks into basic mobs (#75663)

## About The Pull Request

On the tin. They have pretty much nothing in common with chickens, so no
subtyping. They are in the same folder to keep that whole thing tidy,
though.

Also includes fixes to `growth_and_differentiation` element that I made
for spiderlings, since some stuff was yorked without me realizing. It
pretty much worked flawlessly for these chicks otherwise though. It all
works fine now.
## Why It's Good For The Game

More verbose naming scheme (instead of "holo", we get "permanent"
chicks), smarter AI for chicks, knocks them off the list, etc. etc.

One thing that I wanted to do was to have chicks recognize their mother
(if they had one), but that would be way out of scope for this simple
port PR. I'll dwell on adding something cool for that in the future.
## Changelog
🆑
refactor: Chicks are now a bit smarter, be careful not to squish them!
/🆑

Let me know if the whole "COMPONENT_KILL" thing is cringe, I couldn't
figure out a better way to do it without abusing `GetComponent()` to
`qdel()` it that way.

* Refactors chicks into basic mobs

* fix

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-07 13:58:53 +00:00
SkyratBot ff6c2c3ca5 [MIRROR] PDA Fixes and Changes and Cargo Console Fix [MDB IGNORE] (#21617)
* PDA Fixes and Changes and Cargo Console Fix (#75768)

Was updating the documentation about PDAs on the wiki and saw some minor
issues, threw in the bug fix for issue
https://github.com/tgstation/tgstation/issues/75231 as well because why
not.
Also added the ability to put medipens into PDAs, they're small and
pen-like enough, right?

* PDA Fixes and Changes and Cargo Console Fix

---------

Co-authored-by: Oreo <20830349+Peliex@users.noreply.github.com>
2023-06-07 15:31:32 +02:00
larentoun 5cbc67b8b7 Fix departmental order consoles not being able to order gas canisters (#21574)
fix: gas canisters from department order
2023-06-02 21:37:55 -07:00
SkyratBot 3a48a87464 [MIRROR] Adds Hereditary Manifold Sickness, a Chronic Illness Quirk [MDB IGNORE] (#21384)
* Adds Hereditary Manifold Sickness, a Chronic Illness Quirk (#75035)

## About The Pull Request

Adds a new quirk called Chronic Illness. It provides a -12 score as it's
a pretty life-altering quirk, but could give way to interesting RP.

- Hereditary Manifold Sickness (HMS) can not be cured, it can only be
delayed and treated using a new unmakable vaccine called
"Sansufentanyl". You spawn with 6 pills and are able to order crates
containing 12 more from cargo as it's proprietary to Interdyne.

- HMS has 5 stages total.
Stage 1 does nothing
Stage 2 gives minor effects
Stage 3 becomes debilitating
Stage 4 is a danger zone.

Upon reaching Stage 5, there are 4 possibilities, 1 is a recovery back
to stage 1, and the other 3 are deaths which I won't explain here to
avoid ruining it. (read the code I guess.)

This also adds a new traitor objective to infect someone with HMS.

- [x] Correcting the chronic aspect.

- [x] Add traitor objective.

- [x] Tweaking for fairness.

## Why It's Good For The Game

HMS is a new quirk that gives a much more hardcore junky or tumor
playstyle. Neglecting HMS can mean the end of your shift. it's not
something you want to mess with.

It puts a reliance on cargo rather than medical for a quirk and gives a
use case for money. (price may be tweaked still). I think it'd be
interesting to see if people will start mugging or robbing the vault
more to get their life-saving medication.

## Changelog
🆑
add: Interdyne has released a new medication to treat those who are in
the wrong timeline!
add: Interdyne has also realized this is VERY profitable! They've begun
arming their operatives with an autoinjector.
/🆑

---------

Co-authored-by: Tom <8881105+tf-4@ users.noreply.github.com>

* Adds Hereditary Manifold Sickness, a Chronic Illness Quirk

---------

Co-authored-by: Charlotte <98856144+orthography@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@ users.noreply.github.com>
2023-05-24 16:56:31 +02:00
SkyratBot 98cbe7bc1c [MIRROR] Converts butterflies to basic mobs and adds them to cytology [MDB IGNORE] (#21355)
* Converts butterflies to basic mobs and adds them to cytology (#75582)

## About The Pull Request

Converts butterflies into basic mobs.
Also a little list organisation.

<details>
<summary>Yep, those are some butterflies alright</summary>

![image](https://github.com/Skyrat-SS13/Skyrat-tg/assets/8881105/d9e3a14e-e0a5-4275-b440-af0a56e7b8fe)

</details>

## Changelog
🆑
refactor: Converted butterflies to the basic mob system
add: Butterflies can now be grown in cytology
/🆑

* Converts butterflies to basic mobs and adds them to cytology

* updatepaths

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-05-23 16:36:53 +00:00
SkyratBot 29cf77f8b8 [MIRROR] Converts Lizards to Basic Mobs [MDB IGNORE] (#21291)
* Converts Lizards to Basic Mobs (#75515)

This was pretty simple since they didn't have too much custom behavior,
and whatever they did have already had AI behavior. I got really burned
out the last two times I wrote intricate AI action/decision behaviors so
I'm just taking it light and doing the bare minimum.

one day our shackles will be free of the simple animal scourge. they're
also a bit more intelligent, and i daresay a bit cuter too now.

also that lizard gib animation has been sitting there for god knows how
long completely unseen, so let's actually hook it into the mob.

* Converts Lizards to Basic Mobs

* update modular

* TEGU

* me when I update  Maps

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-21 20:32:43 +01:00