* Re-paths and changes the layer of GAR glasses (#63009)
Re-paths GAR glasses to make them subtypes of each other, where applicable.
Re-names some of the icon states, to make it clearer as to what they are.
Changes the alternate_worn_layer to make them show over hair, rather than under. (Muh reference)
Subtypes good. Being able to see what you're wearing properly also good.
* Re-paths and changes the worn layer of GAR glasses
* Feex
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Abductor Frankenstein edition: How aliens got a limb grower. (#62841)
This PR will completely remove the brain traumas component of being abducted. in its place, there will be a round start limb grower machine to make up for it. All upgrade disks for the machine come in the above locker and I was even nice enough to include 50 units of synthflesh! Wow!
* Abductor Frankenstein edition: How aliens got a limb grower.
* Fixed Skyrat's abductor ships
Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* I forgot to add an achievement for getting pda bombed. (#62948)
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* I forgot to add an achievement for getting pda bombed.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* prison plates now include their name in a lot of places it was missing (#63068)
* prison plates now include their name in a lot of places it was missing
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Catwalk Tiles REVAMP + floorbot buff (#63016)
Requested to bring this upstream, so here we are now. The floorbot stuff is new though.
Adds new catwalk tiles that blend better with other flooring
Also does some improvements to floorbots, specifically:
-Auto-place catwalks in maints (now when they wander in there they'll actually be helpful!)
-Actually patch holes (they used to just lay a tile over space and call it good; crowbarring it up would show a lack of plating)
-Repairing floor tiles actually REPAIRS it, leaving the decals intact
More usable catwalks, rather than what we currently had.
Added new reskins of the Catwalk Tiles, which will blend better with other types of floor! These can be selected via a radial on the base catwalk tile, crafted with iron rods.
Floorbots will automatically place catwalks when they're in a maintenance area, and will repair damaged/burnt tiles rather than fully replacing them.
Floorbots will actually place a plating when repairing a breach with tiles, rather than haphazardly laying a tile that has space below it.
* Catwalk Tiles REVAMP + floorbot buff
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
* Toy Crossbows can be fired with one hand again (#63021)
* Toy Crossbows can be fired with one hand again
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
* Department orders now include unique circuitboards (#62830)
About The Pull Request
I missed the circuitboards in the original pr, now they have em!
Why It's Good For The Game
Not really even printable right now but they are needed to reconstruct them in case of damage
Changelog
cl
fix: department order consoles include circuitboards
/cl
* Department orders now include unique circuitboards
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Refactor cult dagger rune drawing and null rod rune clearing into components + minor rune / blood magic tweaks (#62918)
The act of inscribing runes, anchoring / unanchoring cult structures, deconstructing cult girders, and purging cultists of holy water have all been moved off of the cult dagger itself and onto a component, cult_ritual_item.
The act of destroying a cult rune or heretic rune with the null rod have been moved off of their respective items and onto the nullrod itself.
Added a signal, COMSIG_ITEM_ATTACK_EFFECT, for the above purposes.
Various cult spells and dagger interactions have had their code improved slightly.
* Refactor cult dagger rune drawing and null rod rune clearing into components + minor rune / blood magic tweaks
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Donuts found in sec vendors and boxes can now be used to make glazed donuts (#62910)
* Donuts found in sec vendors and boxes can now be used to make glazed donuts
* Hopefully fixes CI
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Bonfire can be made with wood (#62939)
Co-authored-by: Colovorat <lolqwert569@ gmail.com>
* Bonfire can be made with wood
Co-authored-by: Colovorat <35225170+Colovorat@users.noreply.github.com>
Co-authored-by: Colovorat <lolqwert569@ gmail.com>
* Stun Batong now turns off/on constantly for short time after emp (#62943)
About The Pull Request
title
Why It's Good For The Game
i dunno, seems funny it gives more depth or something allows for more intresting interactions
Changelog
🆑
expansion: Stun Batong now turns off/on constantly for short time after emp
* Stun Batong now turns off/on constantly for short time after emp
Co-authored-by: Colovorat <35225170+Colovorat@users.noreply.github.com>
* Refactors Sign Language & Fixes Inconsistency (#62836)
Refactors Sign Language code so instead of copy-pasting the same giant wall of checks we can just use a proc.
Also now checks to see if your limb is disabled, which fixes people with disabled robotic limbs being able to sign still.
Finally, the tongue only has ORGAN_UNREMOVABLE if you attained it from the trait. I've been told that the tongue could be attained from meateors and I think that's funny as hell so I swapped that over.
* Refactors Sign Language & Fixes Inconsistency
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Exempts non-deadminned admins from all the chat filters so they can break the server rules and get banned if they want to. (#62944)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Exempts non-deadminned admins from all the chat filters so they can break the server rules and get banned if they want to.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Replacing more C-style for loops with the faster, traditional ones. (#62908)
* Replacing more C-style for loops with the faster, traditional ones.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Pacifists can no longer attach c4 to other living creatures. (#62903)
* Pacifists can no longer attach c4 to other living creatures.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Gets Rid Of An Errant Space From The Baton Knockdown Message (#62865)
* Gets Rid Of An Errant Space From The Baton Knockdown Message
Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
* nitryl and stimulum merge in nitrium (#62061)
This PR is the first of a few were i'll be merging similar working gases into one.
This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases
The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?)
The PR so far:
-removed nitryl
-removed stimulum
-merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K)
-made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken
-Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas)
Less rare gases, going towards a better atmos gameplay loop
* nitryl and stimulum merge in nitrium
* Fixing blackmesa
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Ringers work now
Added entry on the list
moved PDA colors and style to character prefs
Works as far as I can tell!
* Made requested changes
Description less overly specific and meta-referencey
Sanitized input
* Adds New Aquarium Fish! (#62840)
* fish
* fixes broken stuff
* no emulsijack betrayal, emuslijacks will now reproduce
* Adds New Aquarium Fish!
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* EFT
* E
* EEE
* E
* INTO TO ORBIT
* I hate this but I'm going to ignore it.
* Seriously, fuck this.
* Update CentCom_skyrat_z2.dmm
* Update tgstation.dme
* oops
* Update positronic_alert_console.dm
* E
* carpswag (#62811)
expansion: Carpskin suits and fedoras can now be crafted using carp scales.
* Da carpskin tailoring expansion: New luxurious carpskin suit and fedora.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* The atheists fedora now makes you try to get further from god (#62821)
Co-authored-by: Thunder12345 <stewart@ critar.demon.co.uk>
* Fixes Atheism
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Thunder12345 <stewart@ critar.demon.co.uk>
* Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets. (#62813)
* Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* The witchunter hat no longer makes you look bald (#62793)
Removes the HIDEHAIR bitflag from the withchunter hat
* The witchunter hat no longer makes you look bald
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
* spraycanning stuff now updates its sprites on the mob (#62726)
* spraycanning stuff now updates its sprites on the mob
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* [MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)
About The Pull Request
Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.
This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.
Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.
Some implications of this setup were:
You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.
Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:
endless-stack-of-intercoms
Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!
Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used
Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.
Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.
tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game
fml
Changelog
cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl
* [MDB IGNORE] dir sanity, primarily on WALLITEMs
* apc directionals
* bluespace vendor fix
* defib fix
Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* Cyborg non direct "combat" rebalance. Airlock seal buffed, borg RCD nerfed. (#62621)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Cyborg non direct "combat" rebalance. Airlock seal buffed, borg RCD nerfed.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Transit tubes can't be placed on turfs with dense objects. (#62387)
Right now you can directly place and wrench a transit tube under a few objects that are dense, this opens up a few issues, like you being able to bypass dense objects and get into places that you shouldn't with basically no effort as long as you have a RPD in your bag.
The main example of this is the brig cells, the bridge, the AI upload, the luxury area on the luxury shuttle, etc.
So a simple check was added to see if the turf has a dense object before placing a tube.
This PR #45609 (a5de1c1b5e) was IMO one of the best balance changes in the game, before it access was a meme and you could get anywhere in a few seconds by just unwrenching windows.
With a RPD you can do the same, but the worse issue is that while it takes 1 second for you to place a tube under a reinforced window, you need to fully deconstruct the window to remove it.
While you fix 1 area that the clown turned into free access, they have build 5 more.
* RPDs can't place transit tubes directly under dense objects.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Cyborgs can now shake up compromised carbons (#62468)
The Hug Module from Medical and Peacekeeper Cyborgs now removes negative stats (the same as a human) from carbons when used on Mode 1. Put in a simple way, this allows the three referred Cyborg types to wake up and remove stuns from carbons with the use of their Hug Module.
* Cyborgs can now shake up compromised carbons
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
* Adds logging for all Silicon rather than just Laws (#62500)
I find stuffing everything in game.log is a real problem when you need to actually find useful information about what happened to a specific Silicon. It's hard to tell what happened to Silicon throughout a round, even when crossreferencing attack/game logs, so having a Silicon log for all the information related to them would be really useful.
For example, a Cyborg can spawn unlinked on Robocop, go Janitor and crowbar someone to death with a Robodoctor AI. When looking through logs, an Admin can easily assume it was a rogue Engineering cyborg who disobeyed their laws to kill someone.
This also isn't adding a whole new log file, more than it is just renaming the law log file to silicon and adding more useful things into it, so it isn't logging bloat (if that's even a concern)
* Adds logging for all Silicon rather than just Laws
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Headset mousedrop like PDA (#62656)
* Headset mousedrop like PDA
* Change var names
* Forgot one var name
* Headset mousedrop like PDA
Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>