* Removes gibber showing up twice in the R&D console (#71988)
## About The Pull Request
Removes the gibber showing up twice in the R&D console, which has likely
been unnoticed for so long because of how similar their sprite is to the
food processor.
## Why It's Good For The Game
Minor bug fix that I found annoying when I noticed it.
## Changelog
🆑
fix: Gibbers no longer show up twice in their techweb node.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Removes gibber showing up twice in the R&D console
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Add cybernetic tongue organ with new sprite
* Add cybernetic tongue to techweb designs and Augment+ menu. Add changes to tgstation.dme
* Add cybernetic tongue to /datum/techweb_node/cyber_organs
* Update Cybernetic Tongue sprite and description.
* Change cybernetic tongue design to use '4 SECONDS' instead of 40
* Change default organ augment name to 'Default'
* Rename Organic Tongue to Human Tongue
* Change augment limbs and organs to use intended names
* Rename Human tongue augment_item to Organic tongue
* Add defines LIMBS_DEFAULT_NAME and ORGANS_DEFAULT_NAME to limbs_and_markings.dm
* New Station Trait: Cybernetic Revolution + Body Purist Quirk
* Mirror!
* A hidden lint!
* Properly fixes this, and ensures that it has no impact on the game should it ever be bussed in for whatever reason
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Only log research when the MC is running (saves 0.4s of init time, but it depends on I/O) (#71584)
The recent R&D PR introduced a very large regression in init time
performance, as this always logs 300+ lines every single round, from the
station techwebs, CentCom techwebs, and more. This isn't helpful for
developers or admins, so limits logs to only after the MC is running,
which will mean user triggers.
* Only log research when the MC is running (saves 0.4s of init time, but it depends on I/O)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Stops tech disks from creating two techwebs & Adds more research logging (#71442)
## About The Pull Request
This hopes to stop floodings in SSresearch.techwebs by making tech disks
not initialize techwebs twice each time, especially since techwebs never
get deleted currently.
I also added some loggings to research because currently its only use is
when completing an experiment.
## Why It's Good For The Game
Better logs for research stuff and prevents a flood of techwebs when
trying to find one specific one in SSresearch's techweb list.
It would also slightly help with
https://github.com/tgstation/tgstation/issues/71434 because I don't know
what would cause this as bepis isn't logged.
## Changelog
🆑
admin: Researching nodes and bepis unlocking stuff is now logged in
research.
/🆑
* Stops tech disks from creating two techwebs & Adds more research logging
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Adds a reagent injector component and BCI manipulators to all circuit labs (#71236)
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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
This PR adds a reagent injector component that's exclusive to BCIs.
(Requested to be integrated into BCIs by Mothblocks.)
When outside of a circuit, the component itself stores the reagents.
However, if it's inside of a BCI, the storage is moved to the BCI. The
storage can contain up to 15u of reagents and acts like an open
container. (However, it won't spill even if you throw it, it just acts
like an open container code-wise, don't worry about it.)
You can only have one reagent injector in a circuit. Trying to insert
multiple will give you an error message.
The entire dose is administered at once. (Requirement set by
Mothblocks.)
Please don't try to dispute any of the specific limitations in the
comments as they're out of my control. They're reasonable anyways.
Reagent Injector Input/Output:
Inject (Input Signal) - Administers all reagents currently stored inside
of the BCI into the user.
Injected (Output Signal) - Triggered when reagents are injected. Not
triggered if the reagent storage is empty.
New BCI Input:
Show Charge Meter (Number) - Toggles showing the charge meter action.
(Adds some capacity for stealth.)
Install Detector Outputs: (Added following a comment about having to use
weird workarounds for proper loops.)
Current State (Number) - Outputs 1 if the BCI is implanted and 0 if it's
not.
Installed (Signal) - Triggered when the BCI is implanted into it's user.
Removed (Signal) - Triggered when the BCI is removed from it's user.
This PR also adds BCI manipulation chambers to all currently present
circuit labs. (Solution proposed by Mothblocks.)
Yes I had to do some other mapping changes to allow for this. No I don't
have any mapping experience, why do you ask?
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
One small step for BCIs, one giant leap for circuit kind. (First
"proper" circuit to human interaction in the entire game!)
This allows for some funky stuff and also makes it less of a pain in the
ass to use BCIs. What's not to love?
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probably isn't good for the game in the first place. -->
## Changelog
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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
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🆑
add: Added a reagent injector component and BCI manipulators to all
circuit labs. (+ install detector component)
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a reagent injector component and BCI manipulators to all circuit labs
Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Coffee Shop DLC - done right this time edition (#70991)
## About The Pull Request
this is a re-attempt at PR #70725 that was practically ready but was
ruined in the course of my hardships with git. Mistakes were made.
In this re-edition I also addressed a few suggestions from the comments
of the original pr. There is a shaker added in the meta station cafe and
the pill bottle is moved out of sight to the fridge (I still left it
cause it contained antidepressants for the especially overworked NT
employees). Additionally, the naming of `/cup/glass/coffee` has been
handled differently this time to minimize the need of changing the code
in multiple places.
Please refer to the original PR for all details concerning the content,
below I add just a rough line-out for the sake of coherency.

The content of the pr extends to:
- a new coffee bean driven coffeemaker
- syrup bottles
- a coffee condiment display box
- almost complete make-over of the meta station cafe
- adding the new coffeemaker in a few break rooms on delta and tram (2
machines per station)
## Why It's Good For The Game
Please refer to #70725
## Changelog
🆑
add: After a massive success of the Modello 3 series, Piccionaia Home
Appliances rolls out a completely new coffeemaker model and renovates
the meta station cafe for free in a promotional campaign!
add: Syrup bottles, condiment displays, and more, to make the spess
coffee experience even better
/🆑
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@ gmail.com>
* Coffee Shop DLC - done right this time edition
Co-authored-by: disappointedButNotSuprised <57324037+disappointedButNotSuprised@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@ gmail.com>
* Removes tablet cell parts (#71078)
## About The Pull Request
Removes cell parts and cell part cells, now tablets directly stole a
power cell in them, and uses regular stock cells like every other
machine in the game. This also makes it less confusing because people
are more used to stock cells over computer cells. Because cells
generally hold more power than computer ones, I bumped up the active
power usage from 50 to 75.
## Why It's Good For The Game
We are nearly finished removing all parts, holy cr*p
## Changelog
🆑
balance: Tablets now use regular cells instead of computer cells.
balance: Tablets no longer need a power cell component to hold power
cells.
/🆑
* Removes tablet cell parts
* Feex
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Forensics scanner can't be printed anymore (#70788)
* Removes the forensic scanner's design, which now makes it unprintable. It can only be required through the Detective or from Cargo.
* Forensics scanner can't be printed anymore
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* TGUI for Techfabs II: The Great Recategorizing (AND ICONS) (AND MECHFABS) (AND AUTOLATHES)
* Still doesn't compile but there's no more conflicts
* [PR PR] Makes #16616 Compile And Work (#16656)
Oh hey, it compiles!
Co-authored-by: scriptis <scriptif@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: RimiNosha <106692773+RimiNosha@users.noreply.github.com>
* Removes network cards and printers from tablets
* merge tablet_presets
* printer.dm should have been deleted, missed change
* update contractor tablet
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Removes AI and Charge parts from tablets, adds support for more later.
* merge conflict
* remove modular tablet loadout item
* fix SR maps referencing tablets, add clear PDA instead of modular tablet loadout
* remove pda loadout item
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Add the atmos thermal imaging goggles (#68878)
* add atmos thermal imaging goggles, which shows the temperature of the gas mixtures around the user.
* Add the atmos thermal imaging goggles
Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
* medical/security modsuit updates and modules (#69194)
tweaks the colors on the security modsuit to be lighter, i think i did that on the original pr but it got reverted due to merge conflicts
makes the standard quick carry module have nitrile level carrying instead of latex level
environmental bodybags are now always pressurized
adds medical and security hardlight bags, which are environmental bags you can use to move people through space, security ones can be sinched to prevent escape
adds a medical version of the prisoner capture module, for patient transport, prisoner capture and patient transport now use the medical/security holobags, medical one deploying them faster. when you move too far out of range the holobag dissipates
adds a defibrillator module, extends shock paddles
adds a thread ripper module, this module temporarily rips away the matter of clothing, to allow stuff like injections, surgery, defibrillation etc through it
adds a surgery processor module, essentially a portable surgery computer like borgs have
fixes a bug where you can unwield defibrillator paddles just after starting the do_after to defib onehanded
fixes a bug where the modsuit gps would have a broken name when renamed
* medical/security modsuit updates and modules
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fax Machine (#69083)
* Adds the Fax machine, which allows you to send and receive faxes from around the station.
Co-authored-by: twilightwanderer <twilightwanderer@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Fax Machine
* our maps
Co-authored-by: twilightwanderer <88540658+twilightwanderer@users.noreply.github.com>
Co-authored-by: twilightwanderer <twilightwanderer@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Adds keyboard shell (#69105)
Adds keyboard shell.
Works very similar to the thought listener component for BCIs
It opens up an input panel when you use it (tgui_input_text)
Players with the illiterate quirk cannot use this shell. When they try to use it they get a warning message.
It's printed out as assembled (like compact remote or controller)
It can fit in a bag but not in a box
Has small capacity (SHELL_CAPACITY_SMALL)
Available after researching the Advanced Shells tech node
Can be printed from the component printer or the protolathe
Costs 2000 glass and 10000 iron sheets to print (slightly more than the controller shell)
Has 3 outputs. First one returns the entity who used the shell, second is the text that entity wrote and submitted, third one is triggered after the input window is closed. (by submitting, cancelling or just hitting the X button)
Icons (screenhots from the dream maker)
* Adds keyboard shell
Co-authored-by: YusufEmirKoroglu <67878361+YusufEmirKoroglu@users.noreply.github.com>
* Removes the "proximity crew pinpointer" (the ones parameds spawn with), paramedic PDAs start with the lifeline app instead (#68993)
* Parameds start with the Lifeline tablet app instead of a proximity pinpointer, with a Calomel bottle replacing their now empty medical belt slot.
* Removes the "proximity crew pinpointer" (the ones parameds spawn with), paramedic PDAs start with the lifeline app instead
* wew
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>
* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again
* Fixed a bunch of info variables in map files
* Alright this is why I wanted this merged yesterday
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Add a long-range version of the gas analyzer (#68051)
* Add a long-range version of the gas analyzer, a tier 2 engineering variant of the analyzer.
* Remove our version
* new iicon??
* CORRECTLY NAMED new icon
* remove old node
Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
* Combat mech research nodes now require mech-themed experiments rather than bomb experiments. (#67756)
* Mechs require a new Mech scanning experiment centered around damaging/destroying mechs, instead of being behind weaponry, which requires ordnance research.
* Combat mech research nodes now require mech-themed experiments rather than bomb experiments.
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* Watering cans for botany (#67712)
* Watering cans for botany
* Clean up weird bugs by just coding the feature out
* 70u for the old can and /// like it should be
* Updated can icons courtesy of Wallem
* Swaps botany buckets for watering can on maps
* A line
* Watering cans for botany
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Adds the Active Sonar mod to the game. (#67828)
Adds the Active Sonar Module to the game, a module which lets you see the locations of living creatures within a 9 tile radius.
It can be attained by researching Security Modules, and then printed like any other module.
It takes 3 complexity to house, has a 25 second cooldown, and takes a good amount of energy to use.
* Adds the Active Sonar mod to the game.
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Projectile Dampener Module is now printable (#67390)
* The projectile dampenaer MODsuit module can now be researched through security modsuit node, and can be printed.
* Projectile Dampener Module is now printable
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* Fishing, Version 1 (#67691)
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.
Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:
Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:
Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.
Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.
Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.
Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:
Fishing portal sprite by @ ArcaneMusic
Other sprites by @ Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:
https://freesound.org/people/soundscalpel.com/sounds/110393/https://freesound.org/people/soundslikewillem/sounds/343748/
* Fishing, Version 1
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Add Aviators and Aviator HUDs
* fuckkkk it wasnt in tgstation.dme 💀
* Add toggleable modes for the Aviator HUDs
* fix missing sprite for on_mod aviator_sec_flash
* Add Aviator HUDs to techtree
* Add retinal projector meson
* Change AviatorSec from red to blue sec theming
* ofcourse I forgot the on_mob sprites
* Fix small naming bug
* Make retinal projectors not brighter
* Add more retinal projectors
* Fix some issues with retinal projector sprites
* Add Aviators (HUD+Prescpt) and Ret.Proj to loadout
* Jesus fuck why did I try refactoring super tired
* Add civilian retinal projector
* Add Science Aviators and Ret.Proj
* Fix inconsistent indentation clothesmate.dm
* Implement modes (flash/cont/off) into retinal proj
* Add research node for science aviator
* Add Ret.Proj to techtree and designs
* Split designs into designs.dm
* block spacing + early return tenary for proc
* Boil other procs down to one mode toggle + misc
* Messed up code indentation in all_nodes.dm
* Take out suicide message for aviators
* Oops, apparently ..() is absolutely meaningless if no parent is defined
* Update modular_skyrat/modules/modular_items/code/modular_glasses.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Remove single-char vars
* Apply reviews to loadout,descriptions and tinting
* Make fake aviators a subtype of fake sunglasses
* add \improper to the parent AR type
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Instead of printing to chat, print as balloon
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>