Commit Graph

165 Commits

Author SHA1 Message Date
LT3
3ece20ad38 Nebulastation ERT/aux docks (#2716)
## About The Pull Request

Closes https://github.com/Bubberstation/Bubberstation/issues/2703


![image](https://github.com/user-attachments/assets/41073a57-20f3-4882-a09b-ce921393ad83)

## Why It's Good For The Game

It's good to be able to send ERTs to the station

## Changelog

🆑 LT3
map: Nebulastation now has docks for the ERT shuttle and aux shuttles
/🆑
2024-12-19 13:24:52 -08:00
Waterpig
42a92e110e Adds chef to the crew monitor (#2715)
## About The Pull Request

fixes #2673

## Why It's Good For The Game

Again, bug fix good.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/01e55aa7-cd3e-495a-b723-af91a91c19b6)

</details>

## Changelog
🆑
fix: Chefs no longer show at the bottom of crew monitors
/🆑
2024-12-17 23:06:46 -08:00
LT3
9b39c2163a Adds disposal bins to Moon Station arrivals (#2674)
## About The Pull Request

Adds disposal bins to Moon Station arrivals. Trash goes to a conveyor
belt in the maint room, allowing ~~assistants~~ janitors to still filter
it for ~~anything worth stealing~~ lost items before sending onwards.
## Why It's Good For The Game

It's hell trying to keep Moon Station arrivals clean as the hordes
arrive and dump all their starting loadouts on the floor like wild
animals.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/23650fd0-989f-4af9-b9e2-60aac46fc062

</details>

## Changelog

🆑 LT3
map: Moon Station now has disposal bins
/🆑
2024-12-12 08:51:45 +01:00
Rimi Nosha
0d46b90cb9 [NON-MODULAR] [TOOLING] Modular Icon Cutter! (#2651)
## About The Pull Request

Yes, yes, the name might sound incorrect with that tag, but what I mean
here is that the icon cutter now checks and works in
`modular_zubbers/icons`! It won't pull templates from there, though, I'd
recommend creating a zubbers folder inside the `icon_templates` folder
instead.

Why did I do this? I have a mid-sized thing I'm working on in the
background, and I'd figure I'd PR anything that makes sense by itself to
reduce the upfront workload of maints when and if the time comes,
provided I get the prototype approved.

Also fixes the malformed moonrock file, I'm not sure exactly what was
wrong, but it had the wrong states in places? Not sure if anyone noticed
in-game.

## Why It's Good For The Game

Makes spriters less sad when they have to sprite icon smoothed stuff,
this is objectively a very good thing,

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/582b9756-8f43-4af3-a03d-f1a579b2f06b)

</details>

## Changelog
Non player facing.

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2024-12-11 20:06:54 +01:00
LT3
f252224451 Nebulastation (#2585)
## About The Pull Request

Adds a completely brand new multi-z station map "NebulaStation".
New areas and few exclusive map shuttles (ferry, mining, arrival, evac,
cargo)

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/eba8e315-6b04-41fe-aada-e72e20549776)


![image](https://github.com/user-attachments/assets/a61ecd22-2342-4ff1-bec0-81c378c3384b)

</details>

## Changelog

🆑 LT3, tgstation
add: NebulaStation: a nice, new station map
/🆑

---------

Co-authored-by: Kiko Wen <143291881+KikoWen0@users.noreply.github.com>
Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2024-12-07 16:17:34 -07:00
Alexis
419f761ed5 Modularity Cleanup: Quirks (#2514)
## About The Pull Request
I moved all of the modular quirks from SR and Bubber to the same
folder/filepath, previously they were split up in multiple different
places.
## Why It's Good For The Game
It helps people when looking for things while coding or code diving due
to them all being in one place.
## Proof Of Testing
It compiled and ran.
## Changelog
🆑
code: moved a bunch of modular quirk files to the same folder
/🆑

---------

Co-authored-by: Cyprex <35031555+Cyprex@users.noreply.github.com>
2024-12-07 16:17:19 -07:00
OrbisAnima
30d81feb83 Makes the Shotgun PKA Two Handed (#2541)
## About The Pull Request
Makes the Shotgun two handed to use.

## Why It's Good For The Game
It prevents the abuse of akimbo shotguns, letting you do 60 explosive
damage on station with little investment, while still mantaining the
shotgun as a viable pka.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

Message when you dont have both hands free:


![image](https://github.com/user-attachments/assets/8e8a6566-6a25-4c1b-89d5-0f0cdf1c8caf)


</details>

## Changelog
🆑
balance: Made the shotgun PKA two handed.
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-12-07 16:17:18 -07:00
Fel
2a34c1b171 Lowers lit cigarette heat temperature, fixes grinding dried cannabis to make hash. (#2543)
## About The Pull Request

Lowers the heat variable on a lit cigarette to 415, and fixes the broken
`on_grind()` behavior for dried cannabis.
## Why It's Good For The Game

Currently, the lit cigarette target temperature is 1000K, standard for
most flammable objects. Problematically, THC condenses into dabs at
420K, and space drugs distill into fentanyl at ~700K, so if you're
rolling literally anything other than tobacco you're going to have
trouble after a few seconds, either way.

Additionally, the behavior for dried cannabis creating hash when ground
was handled with the `on_grind()` proc in an exceptionally weird way.
For almost literally anything else, this would be an appropriate proc!
However, the `grind()` proc is overridden for all subtypes of `grown` to
modify reagent quantities based on nutriment production. Since cannabis
doesn't contain any nutriment, `on_grind` never produced any `hashish`
reagent to condense into hash.
## Proof Of Testing


https://github.com/user-attachments/assets/c882ed32-ea00-4338-90cc-5a2cba3e8007


</details>

## Changelog
🆑
balance: Cigarettes only have a heat of 410K. Joints will no longer boil
out their own THC or turn space drugs to fentanyl.
fix: Grinding dried cannabis now makes hash as originally intended.
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-30 09:15:49 +00:00
PhazeJump
5290b0ce81 adds the CentCom Synth Fox plushie (#2580)
that's about it yep
## About The Pull Request

Adds the Zero's plushie. Requested by me, sprited by our dearest
maintainer, [Waterpig](https://github.com/Majkl-J)!
## Why It's Good For The Game

PLUSHIE
## Proof Of Testing


![murderousintent](https://github.com/user-attachments/assets/be484057-545c-4526-a8a5-58f545751fe6)
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: Adds the CentCom Synth Fox Plushie
/🆑
2024-11-28 22:52:12 +01:00
ZeferDC-Westwind
f1ef339cb4 Plush addition. (#2570)
Adds in a new Plush for the silly folks who love having new Plushes
around!


## About The Pull Request

Honestly? Its just a simple Plushie addition, Im none too savvy on using
DREAM code and all that and i wanted to start with something small!


## Why It's Good For The Game
Adds more fun for those plushie lovers that have collections on station

## Proof Of Testing

VSC had headaches but i think that was somethign from my end and not
BYOND's
<details>
<summary>https://www.youtube.com/watch?v=IEFBawJgVnM</summary>

</details>

## Changelog

🆑
Add: Just a Plushie that i have had sitting in the corner.
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2024-11-27 19:04:25 +00:00
KazooBard
e051c0e728 Adds the Séance kit to cargo - Orderable ouij... Ouji... Wee... Ghost boards! :) (#2326)
## About The Pull Request

The crate is a bit expensive and has a chance to spawn it with one of
the assorted funny names

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game

Bored chaplains rejoice, personally I'd say it's fun because I get to
yell at ghosts and take photos at them and the ghosts get to call me an
eye-sore-obvious homosexual with it's help. I think it's a win-win.

## Proof Of Testing

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
I have booted up a private server, ordered it, the crate came, it had
it's contents, I spawned the /weegee and it had random funny names.

</details>

## 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 its 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. -->

🆑
add: Ouija boards can be now ordered from cargo (Séance kit)
/🆑

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

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
2024-11-26 22:36:08 +00:00
Alexis
8cfc9b6fc4 Fixes up the medical item reskinning (#2562)
## About The Pull Request
Fixes https://github.com/Bubberstation/Bubberstation/issues/2532
## Why It's Good For The Game
Previously alt clicking an item would automatically switch it to the new
form without a way of backing out, and the combitool was missing an alt
form altogether.
## Proof Of Testing
It compiled and ran, the icons switched properly when I tested it.
## Changelog
🆑
fix: fixed reskinning medical items so that you can now back out of
reskinning them
image: added a korve sprite for the combitool
/🆑
2024-11-26 18:03:39 +01:00
Arturlang
111bdd3750 shockwave PKA's no longer stack all their blasts on one tile if you click on on a tile next to you (#2538)
## About The Pull Request
Fixes a bad exploit

## Why It's Good For The Game
8-9 PKA blasts in one tile is pretty horrifying in terms of damage

## Proof Of Testing
Tested ingame, couldn't reproduce the exploit

<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog

🆑
fix: the shockwave KPA can no longer be shot in a way that lets you
stack all of it's shots in one tile
/🆑
2024-11-24 22:51:30 +00:00
GoreDem
1d1234e952 Removes the burst fire action button from the bulldog shotgun (#2341)
<!-- 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
I have no fucking clue what im doing
this pr removes the the burst mode from the bulldog because uh it
doesnt need it
yes
Thanks Arthur
Artur?
Agfkfd ur

low priority

tested and works
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game
bulldog's burst size was removed but it still had the action button, not
good
<!-- 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. -->

## Proof Of Testing
tested ingame, and saw that there was no action button
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->

## 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. -->

🆑
del: removed burst mode action button from the bulldog
/🆑

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

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
2024-11-23 16:28:54 +00:00
pixelkitty286
c14d2a77f3 Engineering Cyborg grippers (#2517)
## About The Pull Request
Engineering cyborg grippers are a cut down version of the gripper tool
that research cyborg has that instead is orientated around engineering.
## Why It's Good For The Game
Screwdrivering small wall mount sprites are a pain to keep doing and
some times you end up miss-clicking your self instead.

Allowing conveyor belt placement was added because it kinda made sense
in how borgs can build other transportation items why not conveyors as
well.

Also tired of when TG breaks wall mount screwdriver stuff on cyborgs.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![dreamseeker_m13vRlmRP1](https://github.com/user-attachments/assets/371450ff-39ba-4912-9560-3adada03c40f)


![dreamseeker_BBpDFQaw4I](https://github.com/user-attachments/assets/ccd967e5-68b5-4d21-9877-a81b170ca31e)

</details>

## Changelog
🆑
add: Engineering grippers to engineering cyborgs and traitorous
counterpart
image: 1 Icon in modular robot_items.dmi
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-23 15:54:41 +00:00
Rimi Nosha
7794bb5397 Biodome Unfuckening (#2478)
# Tell me if anything

## About The Pull Request

So, I played on Biodome for the first time yesterday, and while I love
the concept, it uh, needs work, to put it nicely.

So let's try fixing it, or die trying!

So far:
- Sec paddy bay (thanks zydras!)
- Secmed now has their locker and a proper spawn.
- Partial security remap (thanks zydras!)
- Mapped in the extra SR station pets
- SM
- Blue wires to red so they don't perfectly align (visually) with distro
pipes.
- Replaced "dumb" pipes leading out of it with smart ones cause they're
a pain in the ass to edit in editor
- Made the room significantly bigger so you can actually DO shit in
there.
  - Added scram system.
- Moved the air alarm to between the doors, added a linked air sensor
inside the SM chamber.
- Added doors to the engineering elevator.
- Upper library no longer has double walls everywhere.
- Botany
  - Swapped with the service hall
  - Now has an overpass access point to the kitchen.
- Expanded the upper floor to have 4 trays in isolation for experiments.
  - Gave them firedoors. They had none.
  - Now has a stairway instead of ladders.
- Kitchen now has a stairway up instead of ladders.
- The bar roof has now got more seating, instead of a glass roof.
- Chapel has no more double walls
- Barbers no longer shares a wall with the teleporter room. Poor guys.
- Added blueshield office.
- Added NTR office
- Removed catwalk floors under vents/scrubbers. Ew.
- Added a few extra lights in the poorly lit central area.
- Added a few lights where portable lights were being used for
lighting... for some fucking reason.
- Removed some triple walls from bridge... why?
- Arrivals
  - The hallway at the checkpoint has been widened
- The garden upper level has been entirely scrapped and replaced with a
simple walkway, no clue why it was like that, it was so damn confusing.
- Added signage making it more clear what direction literally the entire
station is.
- Added some new navigation markers, and fixed a couple of bad ones.
- Fixed all upper Z space tiles, which prevented proper multi-z
navigation if you were outside the station in certain areas.
- Fixed a couple of active turfs.
- Fixed a ton of floating railings through applying a baseball bat to
the knees.

**This PR is currently done, as it currently stands. More may come in a
later PR depending on feedback.**

Known issues (updated as and when I get more issues I can validate):
- SM issues
- Engi and science elevator has no door
- General layout (may not be able to fix without a rework, we'll see.)
- Botany is bad
- Kitchen and botany are separate
- Not enough maints
- Chem synthesizers everywhere (low priority, I might not bother with
them this PR)
- Floating railings everywhere
- Arrivals has very little signage, and has a cross section which... two
of the ways lead to the same place, which is incredibly disorienting.

## Why It's Good For The Game

People won't bitch in OOC and IC about how bad the map is to play all
the time, and the map will be much more fun to play, yes?

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>


<details>
<summary>Service</summary>

Access ramp to the kitchen. This honestly might need a redesign down the
road, but this will do as a quick fix.

![image](https://github.com/user-attachments/assets/fa48b4eb-8d3b-46cf-b30b-f62f1bc1fa8f)

![image](https://github.com/user-attachments/assets/bab34c04-eb37-4081-94b7-187f1a323697)

![image](https://github.com/user-attachments/assets/5ca6b26d-007c-48fe-9ebe-c2945e1e5fb9)

![image](https://github.com/user-attachments/assets/bf71edee-573d-4144-b471-aca63a3daf90)
This feels a little empty at the side, but I'm not entirely sure what I
could put there.

![image](https://github.com/user-attachments/assets/42af27d0-c701-433c-82f5-66fbbc9f1338)

![image](https://github.com/user-attachments/assets/cd60a792-4de8-4a96-a372-dd7ee0b98617)
</details>


<details>
<summary>Cargo</summary>


![image](https://github.com/user-attachments/assets/a5dc15c4-761f-412c-bb08-7038b84a14ad)
</details>


<details>
<summary>Sec</summary>

Dormsvend/cryo/borg charger

![image](https://github.com/user-attachments/assets/08d21f74-d8d7-431a-80c8-f56da6364f1e)

![image](https://github.com/user-attachments/assets/8b6d082a-cbd0-4b68-ae33-b8d7cbecc81b)
</details>


<details>
<summary>Engi</summary>

Added flatpacker (top left)

![image](https://github.com/user-attachments/assets/1a266e2a-4447-41ee-b3f8-d59f96317993)
(Scrubber has since been added to that unterminated waste pipe)

![image](https://github.com/user-attachments/assets/c267b467-ed45-46c9-90b8-c90c0735792c)
</details>


<details>
<summary>Command</summary>

Blueshield

![image](https://github.com/user-attachments/assets/acd8c3d1-8951-4843-bcfb-98d6e5ecabb1)
NTR, bridge (Removed the NTR office, I'm fucking blind and didn't see
the original)

![image](https://github.com/user-attachments/assets/b6aef29d-5792-4372-bc72-ac0eb8bad9f0)
</details>


<details>
<summary>Arrivals/Dorms</summary>

Public garden/dormvend/signage (I've fixed the doors since, lmfao)

![image](https://github.com/user-attachments/assets/019f108e-cc55-4e44-8c33-a0526f56e668)
This should much more organically funnel people into the station.

![image](https://github.com/user-attachments/assets/afbe0901-3da1-42d5-b385-2c0eed2d4043)

</details>

</details>

## Changelog
🆑 Zydras, RimiNosha
map: Biodome got a ton of fixes and tweaks, send feedback to RimiNosha
so more can be done!
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2024-11-22 13:14:11 -08:00
Arturlang
3bde496dc3 Renames all mentions of Solfed to TerraGov (#2334)
<!-- 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
Renames SolFed/SolGov/Solar Goverment/Solar Federation to
TerraGov/Terran Goverment
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game
Requested by the loremins
<!-- 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. -->

## Proof Of Testing
It compiles, nothing seems broken ingame (please TM this)
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->

</details>

## 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 its 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. -->

🆑
add: Renames all mentions of the Solar Goverment/Federation to the
Terran Goverment
/🆑

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

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2024-11-20 04:10:08 +00:00
Midiwidi
a9a1bb8ea9 Added 'Nyamagotchi' (#2335)
<!-- 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

Adds the Nyamagotchi (tamagotchi) to the game! Take care of it! Play
with it, feed it, and let it nap... Or else it'll die! This adds the
'Nyamagotchi' item to loadout options, dorms clothesdrobes, and toy
vending machines.
This is my first time ever coding in DM! I'm pretty pleased with it.

## Why It's Good For The Game

It's just a silly little accessory, and it's interactive, too! I know
I'll at least be using and interacting with it plenty!

## Proof Of Testing

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
Tested all outcomes and interactions.  

<details>
<summary>Screenshots/Videos</summary>


![cat1](https://github.com/user-attachments/assets/2dcd2a41-bb80-46fa-aa65-c9d10357e388)


![cat2](https://github.com/user-attachments/assets/c0c49534-4a75-4cda-bd98-dd5c1d020cf8)



</details>

## 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
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🆑 Middiwiddi, LT3
add: Added 'nyamagotchi', a tamagotchi clone that's cute and cat-themed.
Interactive and able to attach on belt.
add: Added nyamagotchi to toy vending machine and clothesdrobe
add: Added nyamagotchi to 'pockets' loadout options.
add: nyamagotchi works as a companion for monophobia.
🆑

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---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-16 06:27:26 +00:00
Boviro
5d06e7af9a PaperworkWarden, or, giving the Warden a custom stamp (#2422)
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## About The Pull Request

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Adds a stamp for the Warden role, and adds it to the Warden's locker
structure
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
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probably isn't good for the game in the first place. -->
The warden has a fair amount of paperwork that they can handle instead
of the Head of Security, and is sometimes expected to handle, like
search warrants. It seems understandable that they are given a stamp so
they can do so properly.

## Proof Of Testing

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![image](https://github.com/user-attachments/assets/8bbe7190-9638-452c-b14e-773ca3335d0f)

![image](https://github.com/user-attachments/assets/a888cc41-ac45-46ed-a364-dd2a4a8324d1)

![image](https://github.com/user-attachments/assets/1f1d34c3-3118-485f-a7ff-cda30ad1aa88)

![image](https://github.com/user-attachments/assets/0377eb85-7546-47bb-af4c-d1c0b59101cd)

## Changelog

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🆑
add: gives the warden a stamp
/🆑

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2024-11-15 02:20:19 +00:00
Mitryll
911e15dc11 Makes the sec hailer follow the same restrictions that normal headsets do. (#2423)
## About The Pull Request

As title says. Makes you unable to use the hailer when your hands are
blocked, when you are incapacitated or unconscious, same as a normal
radio headset.
Adds `AB_CHECK_INCAPACITATED|AB_CHECK_HANDS_BLOCKED|AB_CHECK_CONSCIOUS`
to the checks for the hailer action.
## Why It's Good For The Game

K3 bullied me into making this PR. Also the hailer being used in
situations where you otherwise would not be able to use the radio is
stinky bad.
## Proof Of Testing

It compiled and worked on my machine :clueless:
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
balance: Made the Sec Hailer follow the same restrictions a standard
headset would follow.
/🆑
2024-11-13 22:39:38 +01:00
Waterpig
2c5c136d73 adds suspicious protogen plush (#2352)
## About The Pull Request

Adds another plush, this time requested by Vanilla. Available from
loadout.


![image](https://github.com/user-attachments/assets/56b6f893-183a-4e54-baf6-1a112db04c19)

## Why It's Good For The Game

Cool extra plushie

## Proof Of Testing

See above

## Changelog

🆑
add: Suspicious protogen plushie
/🆑
2024-11-08 06:13:56 +00:00
Alexis
fd1d021b15 (PORT) Closet/Crate Examining for Observers (#2318)
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## About The Pull Request
_**PORTED FROM FALLOUT 13 - I COULD NOT FIND THE EXACT PR IT WAS ADDED
IN**_
Lets ghosts click on lockers and crates to see what is inside of them.
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## Why It's Good For The Game
It helps admins out in two ways, one, they don't have to VV to see what
is inside of things, and two, they won't be asked by players to see what
is inside of crates or lockers.
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probably isn't good for the game in the first place. -->

## Proof Of Testing
It didn't runtime or have any errors when I locally tested it,
screenshots of it in action can be found below.
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<details>
<summary>Screenshots/Videos</summary>

![image](https://github.com/user-attachments/assets/a95bdcf0-ca23-4977-a9be-26789037062f)

![image](https://github.com/user-attachments/assets/115bcd94-fdf0-482f-b5c1-3c57df9006a3)

</details>

## Changelog

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🆑
qol: made it so you can examine what is inside of crates and lockers as
an observer
/🆑

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2024-11-04 19:53:46 +00:00
LT3
389c65491c Fix crew monitor computer working without power (#2299)
## About The Pull Request

Fixes https://github.com/Bubberstation/Bubberstation/issues/2295

## Proof Of Testing

<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/557032cc-25ef-4cb9-a6c2-451a240325a0)

</details>

## Changelog

🆑 LT3
fix: Crew monitor computer no longer alerts when unpowered
/🆑
2024-10-30 16:16:45 +00:00
Waterpig
bef2713b56 Adds the annoying cat plush (#2296)
## About The Pull Request

Adds a silly plush that combusts upon being touched by other plushies.
Available in loadouts.


![image](https://github.com/user-attachments/assets/473a8899-6299-4ecd-8743-e9d7853caf19)

## Why It's Good For The Game

I was asked to add this 

## Proof Of Testing

See above

## Changelog

🆑
add: New annoying cat plush for Kurzaen, available in loadouts
/🆑

---------

Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
2024-10-30 08:52:39 +00:00
StrangeWeirdKitten
4576f84b64 I hate this so much 2024-10-24 08:39:15 -06:00
StrangeWeirdKitten
25289b8bc6 fixes a fuck load of sounds 2024-10-24 07:52:55 -06:00
Majkl-J
ae0b926948 Holy lord no more please 2024-10-24 03:07:38 -07:00
Majkl-J
50cced00b0 please help 2024-10-24 02:58:19 -07:00
Majkl-J
62d91fbd65 There is like an infinite amount of sound repaths 2024-10-24 02:58:06 -07:00
Majkl-J
ff590ce7b4 getting it to compile 2024-10-20 04:26:59 -07:00
Odairu
c92b66298e Right clicking on airlocks will now give the AI a chat prompt to allow them to open the door without looking at you (#2167)
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## About The Pull Request
When right clicking on an airlock, every AI on station level, as well as
their shell (if they are deployed into one) will get a chat message
where if they click on the airlock requested, a pop up will come out
allowing them to open the door without looking.

Also moves all the borg files into a overarching silicon file 
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## Why It's Good For The Game
QOL for AIs in and out of their shells, no longer needing to leave my
ERP scene to open a door.
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especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->

## Proof Of Testing

![image](https://github.com/user-attachments/assets/74beee5d-5ce6-4538-9ed2-a2347c609cbf)

![image](https://github.com/user-attachments/assets/b18700e9-7146-49f5-9e15-6fb80a21e7c3)


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## Changelog

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🆑
qol: AIs can open doors without looking
/🆑

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---------

Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-10-09 09:35:47 -06:00
pixelkitty286
d3defa8a2f Research module fixes and small rebalances. (#2096)
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## About The Pull Request

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Some general changes and bug fixes required to keep research modules
usable.

Also added on some quality of life features such as a material bag and a
xenobio bag

Changed some the assembly items to be under circuits gripper.

Fixes some issues with not being able to repair synths and moves
surgical drapes and bonesetter into a new small omitool.

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your PR mention it. -->

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
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actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

In the current state of the research module it is broken and has lots of
issues this PR is to fix some of it's issues.

## Proof Of Testing

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place to show off your changes! We are not responsible for testing your
features. -->

Trust me bro I compiled it and tested it locally.

This is the new image of a fully upgraded research borg looks like.


![image](https://github.com/user-attachments/assets/2f81def0-e2f4-40a7-9dd4-23f1dce227e0)


## Changelog

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🆑
add: cut down omitool a small upgrade for the scanner
del: Removed old things
qol: made research borgs actually able to revive and work on synths
balance: research cyborg grippers
fix: research cyborgs not being able to repair synths. research cyborgs
being able to pick up the nuke disk (oops lol).
/🆑

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2024-09-30 23:34:20 -06:00
BurgerLUA
cf7e2c474a Buffs Xeno Weed temperature survivability in hotter environments. (#2144)
## About The Pull Request

Buffs Xeno Weed temperature survivability in hotter environments. It was
increased from 300K to 350K, which is only slightly higher than Moon
Station's external temperature of 347.65K.

## Why It's Good For The Game

This should allow xenos to build nests in Moonstation while still
suffering from flamethrowers.

## Proof Of Testing

If it compiles, it werks.

## Changelog

🆑 BurgerBB
balance: Buffs Xeno Weed temperature survivability in hotter
environments. It was increased from 300K to 350K, which is only slightly
higher than Moon Station's external temperature of 347.65K.
/🆑

---------

Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
2024-09-29 00:16:31 -06:00
Waterpig
623a3fa139 Various borg tank manipulator fixes (#2093)
## About The Pull Request

Makes the icon update

![image](https://github.com/user-attachments/assets/f2e70707-45fe-4724-93b9-98e232933497)

Also fixes some underlying code (Nobody noticed it was on New() 💀 )

## Why It's Good For The Game

More visual feedback, less New() overhead

## Proof Of Testing

See screenshot above

## Changelog

🆑
qol: The tank manipulator now gives feedback about what's in it
/🆑
2024-09-18 05:27:42 +00:00
BurgerLUA
c51352420a Reduces RBMK2 temperature gain based on matter bin tier because I tried the RBMK once. (#2029)
## About The Pull Request

Upgrading the matter bins will directly reduce the temperature generated
from the RBMK. This should make it more stable when doing higher power
generations.

## Why It's Good For The Game

T4 RBMK is extremely annoying to get right and requires a super complex
setup to get going right. Unfortunately, this isn't worth it in the
slightest because the power gain is on par with a minimally upgraded
supermatter setup.

No one uses the RBMK either, even if it's provided on maps like
Moonstation after a delam. It needs to be worth using at that time.

## Proof Of Testing

Untested. If it compiles, it works.

## Changelog

🆑 BurgerBB
balance: Reduces RBMK2 temperature gain based on matter bin tier
/🆑
2024-09-17 23:47:06 +00:00
shellspeed1
83a0f35c71 The offstation cargo update (Ready) (#1764)
## About The Pull Request

First things first, credit to tmyqlfpir aka Feignsleep for making the
initial cargo crate import code. I probably butchered it when I messed
with it to make it only import on console so make sure to yell at me if
there are issues.

This PR does several things. 

FIRST it brings Tarkon up to date with Interdyne as far as cargo goes.
In this case, that means an express cargo console, selling pad, and
powerator tied to a budget account.

Second, thing, both Interdyne and Tarkon now have access to cargo
company items. Its a bit janky but it should do for at least now. With
how it was done, we should be able to add unique items to the consoles
for each faction, although that might need some work.

As a minor note, I also nerfed the interdyne powerator. It had a 2x
multiplier and I'm not sure that is really needed.

## Why It's Good For The Game

Cargo goes brrrt, also Tarkon could use some love.

## Proof Of Testing


![image](https://github.com/Bubberstation/Bubberstation/assets/46614774/a34cd62a-e40d-4c35-9305-20e3f77aed18)

## Changelog

🆑
add: Cargo Companies are now available to offstation factions
add: Tarkon now has a cargo setup available to them
balance: rebalanced something
/🆑

---------

Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Swift <jackwars4@gmail.com>
2024-09-15 17:45:06 +00:00
Odairu
5aac1707f1 [Modular] Adds hypnosis lipstick (#2047)
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request process. -->

## About The Pull Request
Does as the title says
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your PR mention it. -->

## Why It's Good For The Game
Hypno kisses are *very* hot and I want them, good for ERP scenes and
another avenue for hypnotizing people
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## Proof Of Testing

![image](https://github.com/user-attachments/assets/50b7468e-8d6d-4a43-9cad-81b5c58acb50)

<!-- Compile and run your code locally. Make sure it works. This is the
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## Changelog

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🆑
add: hypno lipstick
/🆑

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2024-09-05 13:12:15 -06:00
Mario
209faf2576 Adds in shiba inu plush. (#2043)
## About The Pull Request

Adds in a shiba inu intern plushie. Sprited by Amorbis as a gift for me,
much love and god bless 'em.

(this time with less blowing up the PR and more actually doing it
properly with waterpig's help)

## Why It's Good For The Game

Markus and Kazumi isn't enough. We must have a marketable plushie.

## Proof Of Testing

It works perfectly locally.

## Changelog

Adds THE plushie.


![plush](https://github.com/user-attachments/assets/47b9330d-8103-4e5f-b106-b6509da2330d)

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-09-02 22:58:15 +02:00
Return
da65f5ea07 Removes code edits allowing Botany plants to mutate any botany trait (#1896)
## About The Pull Request
Deletes 6 lines that make it so _every_ trait is mutatable, fixing the
problem with the DNA manipulator (worth noting the problem itself was
not the manipulator it was some lines of code that allowed any trait to
be selected)

Also steals #1614 

## Why It's Good For The Game
Prevents any future issues of Botany powergaming by mutating anti-magic
deathnettles that do 95 brute, then turn into a killer tomato when you
click them in hand

## Proof Of Testing

![image](https://github.com/Bubberstation/Bubberstation/assets/110273561/18d500f8-540e-43aa-a173-a8b51c7c4d40)
I cannot add it :(

## Changelog

🆑 ReturnToZender, Shellspeed (DNA machine fix)
balance: Plants can no longer mutate traits that were specifically
marked as not mutatable
Fix: Plant DNA manipulators now properly respect upgrades
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-08-24 16:46:34 +02:00
Waterpig
b7972dbf9f Fixes medipen refilling (#2002)
## About The Pull Request

Woops :333

## Why It's Good For The Game

You know, bugfix and such. Someone should really make this behaviour
less snowflaky but I am a lazy one


![image](https://github.com/user-attachments/assets/78ac5ee8-6759-4ec6-8051-a1f7938804e7)

## Changelog

🆑
fix: Basic Medipens can be refilled again.
/🆑
2024-08-24 13:27:57 +02:00
projectkepler-RU
dab965049a Idma item maintenance and file cleanup (#2004)
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<!-- Compile and run your code locally. Make sure it works. This is the
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## Changelog

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2024-08-24 05:46:57 +00:00
Waterpig
9e5c42169e Removes all the extra crushers (#1892)
## About The Pull Request

The code is unmaintained, broken for at least 2 months now, the person
responsible for adding it has left ages ago. It's basically added extra
dead weight.

This won't get merged in the next 7 days in case somebody wants to pick
up the pieces.

## Why It's Good For The Game

Whilst "Improve don't remove" is a good argument, leaving around code
nobody's been maintaining or is willing to maintain is how one gets a
broken laggy repo where half the stuff doesn't work like splurt or Nova.
Maintainers can't be expected to maintain every single line) since we
also have to deal with 2 upstream repos, reviewing everything, and the
upstreaming itself.

## Proof Of Testing

Revert, not much to talk about

## Changelog

🆑
del: Removed broken unmaintained crusher code
/🆑
2024-08-21 09:53:26 +00:00
Shroopy
fceaa0c6d0 Adds a missing period to the safeguard lawset (#1967)
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## About The Pull Request
Adds a missing period to law 2 of the NT OS Safeguard V1.0 lawset.
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## Why It's Good For The Game
OCD has been pleased.
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## Changelog

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🆑
fix: Added a missing period to law 2 of the NT OS Safeguard V1.0 lawset.
/🆑

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2024-08-18 09:45:14 +02:00
Odairu
420622ef33 [Bounty] Adds sechailer, and fixes the single problem it had (#1912)
## About The Pull Request
does as title says

## Why It's Good For The Game
was a bounty to finish #1401

## Proof Of Testing

![image](https://github.com/user-attachments/assets/f51990f0-5078-40e6-958b-433b5497120c)
I kept trying to get a video but it kept being too big womp womp, the
issue is fixed though

## Changelog

🆑
add: Adds sec hailer
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
2024-08-12 11:41:28 +02:00
Heretical Lizard
26dd700b81 New Chaplain Nullrod (#1907)
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## About The Pull Request
Adds in a new nullrod option for chaplains, the Divine Lightblade from
citadel, which is a subtype of Dual Esword. Comparatively, less
efficient of a murder tool. The sword deals 20 brute damage, has no AP,
and a 30% chance to block both melee hits and projectiles, however,
turning the blade on requires two hands, and slows your movement speed
immutably (this means stims can't counteract it).
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## Why It's Good For The Game
More nullrod variety is always neat, this is one of a few changes I'll
be working on down the road to make more chaplain weapons feel less like
reskins of one other weapon type.
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## Proof Of Testing
I tested every change until I fixed every bug with the sword, the thing
is fully functional for spreading FAITH.
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## Changelog

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🆑
add: Ports the Divine Lightblade nullrod from citadel
/🆑

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---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-08-09 10:25:45 +00:00
Shadow-Quill
ef68fb636d Fixes a issue causing CI to fail (#1852)
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## About The Pull Request

Fixes a CI failure due to #1839 being untested and using the wrong path
for holy water. (Seriously?)


https://github.com/Bubberstation/Bubberstation/actions/runs/10131978025/job/28015352052#step:4:149

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## Why It's Good For The Game

Causes a holy water container *actually* contain holy water. Also fixes
a CI failure.

## Proof Of Testing


94449bc91e/code/modules/reagents/chemistry/reagents/other_reagents.dm (L377)

## Changelog

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🆑
fix: A holy water container on Moonstation now actually contains holy
water.
/🆑

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2024-07-31 23:00:42 -04:00
StrangeWeirdKitten
f20222d6e9 removes trait_mute from voidwalker trauma
Update adv_plasmacutter_upgrade.dm
2024-07-25 10:42:27 -06:00
StrangeWeirdKitten
5326c2d89d Couple fixes
couple fixes

fixes cyborg module sprites

Entombed fix + handheld scanner

last one
2024-07-25 10:42:26 -06:00
lessthanthree
c3f672bcc5 Crew monitor alarm updates (#1822)
## About The Pull Request

Updates the alarm built in to the medical crew monitor computer.

- It will now only make sound once every 45 seconds, and only if the
body has full sensors.
- The keyboard area will turn red if there's an alarm, a visual
indicator that sticks around compared to just the monitor shake.
- People with EMP'd sensors no longer set off the alarm as if they were
dead.
- Fixed the lighting, as it was lighting up a tile other than its own
thanks to incorrect arguments

## Why It's Good For The Game

Medbay QoL
Current alarm fatigue from the console beeping every 15 seconds when
there's nothing you can do about it.

## Proof Of Testing


![image](https://github.com/user-attachments/assets/35b99c17-58e2-425a-8f04-079226dd0751)

## Changelog

🆑 LT3
qol: Improved alarm function on medbay's crew monitor console
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-07-21 21:24:16 +02:00
Cursor
c843e9eaa9 Moves the MultiSec vendor to be with the rest. Adds a few redsec strays. (#1817)
## About The Pull Request

Title.

## Why It's Good For The Game

Consistency.

## Proof Of Testing

It compiles.

## Changelog

🆑
add: Some redsec strays have been added to the ComDrobe and SecVend.
Stay tuned.
code: Moved the SecVend to be with the rest of the vending overrides.
/🆑
2024-07-20 14:55:25 +02:00