* Fixes some grammar in wall sign descriptions (#83372)
## About The Pull Request
Fixes some grammar errors in some of the department wall signs, mostly
adding "the" to the sign descriptions and tweaking a few misplaced
capitals.
## Why It's Good For The Game
A minor grammar mistake has been eliminated. (Grammar is nice.)
## Changelog
🆑
spellcheck: A handful of grammar errors in some department signs has
been fixed.
/🆑
* Fixes some grammar in wall sign descriptions
---------
Co-authored-by: Derpguy3 <85206687+Derpguy3@users.noreply.github.com>
* Adds a new component so that items that are "attached" to walls will now drop/deconstruct on turf destruction. (#77417)
## About The Pull Request
Adds a new component, called wall_mounted, which applies on the
wallframe objects on construction, as well as a number of wall frame
objects and structures to cover mapped in, roundstart objects of the
like.
I might have forgotten a few, but this covers the vast majority that
players will run into in a given round.
This will cover wall destruction, turf explosion, the whole nine yards,
and call that object/structure/machine's deconstruct proc. We have some
special handling for intercoms as well since they're apparently items.
So most basic case is this: You have a wall. that wall holds a sign. If
you examine the wall, it tells you that the wall is currently supporting
the **Example Sign**. It tells you that if the wall is damaged or
destroyed, the sign will **fall off the wall.** So, if you were to
welder, bomb, or hulk your way through that wall, it would call the
deconstruct() proc on that sign, and fall off the wall, leaving an item
sign at the foot of the wall.
## To-Do
- [x] Stop breaking all wallmounts when operating shuttles (Signal
conflict with COMSIG_TURF_CHANGED 😔)
- [x] Confirm that the ~~deconstruct~~ designated proc of each wallmount
falling is sane for the intended object
- [x] Clean up the contents of the wall_mounted component to reduce
copy-paste on object init.
- [x] Add it to more stuff that may just not have a directional helper?
- [x] ~~Change how APC construction is handled to make it easier!~~
- [x] ~~Don't accidently nerf malf AI into the ground I guess~~
## Why It's Good For The Game
Closes#22283.
Helps close more of #47526.
Closes#54983.
Closes https://github.com/wall-nerds/wallening/issues/90.
All of these objects are "wall mounts". It stands to reason that they're
mounted to the walls they appear to be attached to. This attempts to
rectify them by giving them a turf link to the turf they're mounted to,
and then upon changes to that turf, dropping or breaking that object.
It'll need a little more polish to get to 100%, since I can see a few
more issues to iron out first, but I'm dropping this here for now to get
some feedback and put some fire under me to get this completed.
## Changelog
🆑
add: Wall mounted objects (Things like APCs, Air Alarms, Light switches,
Signs, Posters, Newscasters, you name it) will now fall to the ground
and break or deconstruct when their attaching wall is changed or broken.
/🆑
* Adds a new component so that items that are "attached" to walls will now drop/deconstruct on turf destruction.
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Signs Font Consistency + Extra (#77134)
## About The Pull Request
Someone asked me on discord to make a couple signs, in the same style as
the current ones. Looked through them, found them bit inconsistant,
fixed that, mainly the font. Made six-latter signs a thing, also. And
also while I was at it, added the thing I got cooking for wallening
which is waysigns with stair icons, showcasing on what floor things are.
plenty useful for some multi-z maps.

## Why It's Good For The Game
Consistent font doesn't bother the mind as much, additional signs were
requested of me, and the cross z-level waysigns are just useful for
mappers and players alike.
## Changelog
🆑
add: Added couple new signs to the game (med, medbay, morgue, chapel,
viro, gene, botany)
add: Way-signs now have additional states, showing vertical directions.
image: Made the font on the signs consistant.
/🆑
* Signs Font Consistency + Extra
---------
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
* Icon folder cleaning wave one
* Fixe a merge conflict
* Fixes some more merge conflicts
* Fixes some modular icon paths
* Fixes even more modular icon paths...
Hopefully that's the last of them
* Fixes some merge discrepencies
* More merge issues
* ok
* not ok
---------
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Standardize Welder Fuel Usage (#76021)
Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel
After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.
resolves#55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑
* Standardize Welder Fuel Usage
---------
Co-authored-by: Couls <coul422@gmail.com>
* Sign/plaque contextual screentips and file reorganizing (#73246)
## About The Pull Request
This PR adds contextual screen tips to signs and plaques based on the
held tool. Wrenches unfasten, and welders repair. Behaves the same with
plaques, but plaques also get a screentip for using a fountain pen on
them if they can be engraved. Also adds a tip to editable-item signs
with a pen out.
Tested to avoid issues with posters from cropping up, and it appears to
still behave correctly with paper posters, which are apparently a type
of sign. Go figure.

I've also reorganized the sign and plaque files to follow our more
standard object hierarchy of base type -> inherited procs -> subtype
specific procs, where these were interspersed throughout the file. I did
however leave the armor datums below the object, as they appear to
follow new convention.
## Why It's Good For The Game
Screentips avoid ambiguity and improve readability of construction. Easy
improvement.
Plus, improves consistency of the signs file layout-wise.
## Changelog
🆑
qol: Adds screentips to both signs and plaque construction/modification.
/🆑
* Sign/plaque contextual screentips and file reorganizing
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Exempts horrible goose from tram hit counter (#72811)
Tram hitting the goose increments the hit counter, this fixes it so
mobs without clients don't increase the Tram's hit counter.
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Tram collision counter hazard lights (#72406)
## About The Pull Request
To the best of Nanotrasen's ability, valuable crew members are still
getting hit by the tram. To further encourage safe practices, a new
indicator with hazard lights has been installed outside medbay. It will
flash when tram collisions are occurring during times of lax safety for
extra visibility.

## Why It's Good For The Game
Go for the high score.
## Changelog
🆑 LT3
imageadd: Hazard lights added to the tram collision counter
/🆑
* Tram collision counter hazard lights
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Fixes a bunch of sidemap/plane cube issues (#72178)
## About The Pull Request
[fixes solor trackers offsetting wrong, and panels not using plane
offsets](8f461ab8ec)
[fixes cyborg hats offsetting phyiscally over their
head](5fd5b4240e)
[fixes reflector parts z fighting with their neighbors. if we physically
offset them, they'll have nothing to fight
with](088dcfe91f)
[fixes burgers layering wrong. uses a combo of pixel z to do the visual
offsets, and pixel_y to modify
layering](ec39e2bcd3)
[fixes signs, needed to use pixel_w instead of x, I think we may be
living under iso rules? I'm not totally sure I need to investigate
more](560d152fd7)
[fixes paperbin
rendering](e6c57ec00e)
## Why It's Good For The Game
Closes#72094Closes#72035
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes Unwrenched Signs Having An Error Sign (#72027)
## About The Pull Request
I think this code was first made with the assumption that every sign
would be in the same DMI? Anyways, let's just ensure that it now works
in modern code by also passing in a valid icon file as well to the
non-descript "item sign".
## Why It's Good For The Game
Fixes#71920.
## Changelog
🆑
fix: When you unwrench a flag, you should now no longer see the big
flashy red ERROR sign.
/🆑
* Fixes Unwrenched Signs Having An Error Sign
Co-authored-by: san7890 <the@san7890.com>
* More sign subtypes (#71794)
## About The Pull Request
Adds new sign subtypes for use with in-game sign customization and the
object tree while mapping. This expansion does not add new icons, it
only adds subtypes for existing icons that are neglected.
An alternative telecomms sign subtype was given a `sign_change_name`
variable so that it could be customized in-game.
Erased the "alt" from a "yes smoking" sign variable since there is only
one type.
Variable sanitization in places where it would already inherit from the
parent object.
The following sign subtypes have been added:
- Chemistry (alt)
- Xenobio (alt)
- Botany (alt1 and alt2)
- Warning: Blast Doors
## Why It's Good For The Game
The icons are already present, but now the signs are available to
mappers without having to manually edit the `icon_state`.
Players have more options when editing signs in-game.
## Changelog
🆑
add: More options are now available when creating and editing signs.
/🆑
* More sign subtypes
Co-authored-by: SpaceSmithers <105393050+SpaceSmithers@users.noreply.github.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>
* Adds a tram collision indicator board (#70812)
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## About The Pull Request
Based off the delamination counter, adds a tram hit counter sign. Every
time the tram hits someone, a signal is sent and the sign increments.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game
Showing how many people have been hit by the tram is an amusing
statistic to display.
<!-- 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
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## Changelog
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🆑 LT3
add: A tram collision counter has been added, hopefully encouraging
employees to be more careful. Don't become a statistic!
/🆑
<!-- 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
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<!-- You can use multiple of the same prefix (they're only used for the
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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a tram collision indicator board
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Sign with slime mutation map for xenobio (#70539)
* Sign with slime mutation map for xenobio
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Wall clocks are no longer described as powered by bluespace (#70198)
* Wall clocks are no longer described as powered by bluespace
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* "It has been 0 days since the last incident" sign (#70099)
Adds a fun sign to various places in engineering which tracks how many days (read: rounds) it has been since last time the engine delaminated.
* "It has been 0 days since the last incident" sign
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Poster Pack 2 - Beyond Posters (#68235)
Adds a new selection of posters, poster-like objects, and wall decorations.
New entirely with this PR, shipping containers! These sprites were adapted from a base from TGMC, with brands and designs more fitting to our universe here on TG
Another new addition, flags! These draw upon Common Core lore, representing several major factions from the lorebase as a new mapping tool
Finally, there are two interactive wall objects- wall clocks, and calendars:
The wall clock shows both the "real time", represented as the Earth time, or Treaty Coordinated Standard Time, and the station time, represented as the local time, or Coalition Standard Time
The calendar gives the in-universe date, as well as any active holidays
Why It's Good For The Game
This adds a lot of fun aesthetic additions that I think will benefit our mapping team in creating new spaces and breathing new life into older ones. Additionally, it helps make our Common Core lore a bit more tangible to the playerbase, bringing it away from being "just on a wiki" and into the game proper.
A whole host of new posters have just become available.
For the architects among you: a number of new aesthetic options are available for mapping with. Let your creativity free!
* Poster Pack 2 - Beyond Posters
* add to dumb modular file
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Patches Rad_Area Directional Sign Helpers (#67945)
Patches Rad_Area Directional Sign
Hey there,
I was trying to do something much more ambitious, but that completely fell through. I did catch this little mistake that caused this to occur though:
This PR just makes it the correct pathing for the directional helpers.
* Patches Rad_Area Directional Sign Helpers
Co-authored-by: san7890 <the@san7890.com>
* DeltaStation's Recreation Area Rework, (LUNG CANCER EDITION) (#65588)
* DeltaStation's Recreation Area Rework, (LUNG CANCER EDITION)
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Makes obj_integrity only updated through procs (#59474)
Having things updating integrity directly is just going to cause more problems down the line as more elements and components depend on being notified of integrity changes. It's an easy mistake to make so making it private should deal with the problem.
get_integrity() might be useful in the future but is mainly a side effect of making obj_integrity private as that also disallows reads.
* Makes obj_integrity private and only updated through procs
* Mirror!
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Gives the monkey a gun (#58565)
This adds a rare-ish negative station trait that gives Pun Pun a weapon, fills their heart with anger, and bloodies up the location they spawn in. (Yes the weapon is even more rarely a gun)
A request for one of the weapons to be a sign meant that a random sign type was added here as well.
* Gives the monkey a gun
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Tramstation: choo choo MORE MAP COMIN' THROUH
* Tramstation: Skyrat Edition (#4104)
* Decals Fixed
* Modularity? Whatever
* Fuck me if I need to make a second PR for this
* Blueshield + Cryo + Ian Fursuit
* Automatic changelog generation for PR #4104 [ci skip]
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
* Opacity refactor (#52881)
Moves all opacity var manipulation to a proc which sends a signal.
light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
Some opacity-related sight procs optimized as a result of this.
Some variables moved to the object's definition.
A define or two added into the mix for clarity.
Some code cleaning, like turning booleans into their defines.
One file renamed for clarity.
Changelog
cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
* Opacity refactor
Co-authored-by: Rohesie <rohesie@gmail.com>