* Fixes clown mobs spawning banana peels on turfs they can't reach or while inside closets and other objects. (#62923)
See the title. They previously ignored whether they were on a turf or not and used get_atmos_adjacent_turfs, which also included turfs on above and below z-levels, to get the list of adjacent turfs.
This will fix#62828:
Create one of many eldritch clown demons that passively spawn banana peels below or around them.
Place said clown demon into a bluespace bodybag and walk around the station.
Banana peels will follow you in your wake, with no clear cause. Confuse and annoy everyone.
* Fixes clown mobs spawning banana peels on turfs they can't reach or while inside objects
Co-authored-by: Ghom <42542238+Ghommie@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>
* Better emotes and auto-punctuation.
* Making ' and " work, adding ' to the characters that cause the space to get removed
* Making one part use RegEx
* Makes this even better.
* Removing auto-punctuation
* Improving subtler code, again.
* Time to test this out instead
* Properly fixing it, while also making it more efficient, yeet!
* Fix dragon rift not healing dragon (#62843)
About The Pull Request
Fixes#62816, caused by the healing aura refactor.
Changelog
cl
fix: Fix the space dragon's rift not healing the dragon.
/cl
* Fix dragon rift not healing dragon
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Move current pick_weight consumers to not pass in zeros (#62940)
About The Pull Request
pick_weight_allow_zero was a backwards compatible hack, so it exists alongside pick_weight.
I would really like to just remove the old proc and just rename it, so I want to log what, if anything, is relying on this behavior, to see if it's a bug or if it needs to be handled especially in that case.
* Move current pick_weight consumers to not pass in zeros
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Vampire victims no longer receive messages about bloodsucking while unconscious. (#62953)
* Vampire victims no longer receive messages about bloodsucking while unconscious.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Replaces Batform with Vampire houses (#62516)
Permissions for species change
image
About The Pull Request
Goodbye batform
Hello, new preference called vampire status. Outcast vampires act just like normal, Inoculated vampires join their department under a unified "vampire house name" everyone shares.
image
image
image
Why It's Good For The Game
I've heard people complain about batform for years now, if vampires aren't gone by next halloween we can at least enjoy making them far less griefy (ruining a lot of the fun of halloween as just a dumb grief holiday) and more roleplay oriented. I don't even know why vampires got a griefy spell when they already have their main mechanic encourage randomly attacking people and stealing their blood to stay alive
Changelog
cl
del: Batform is gone!
add: ...Replaced by vampire houses as a preference. Join your department as a vampire ménage!
/cl
* Replaces Batform with Vampire houses
Co-authored-by: tralezab <40974010+tralezab@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>
* prevents mindswaping into ghost poly (#62554)
About The Pull Request
Closes#62465
Also makes ghost poly technically designated as a boss in the code as their sentience type, as far as I can tell this doesn't actually change anything other than the ability to make it sentient, but it also makes sense for a creature effectively incapable of death to be designated as a boss in the code.
Why It's Good For The Game
As funny as it is, mindswapping (blood into a rainbow slime extract gives you a mindswap potion) into ghost poly, or otherwise making ghost poly sentient, is an exploit that should be patched. Ghost poly is as fast as a ghost, can move through walls, has godmode, and if you give it a fugu gland it can beat people up. It can also pick up things, such as the nuke disk, which would make nukeops rounds pretty unfair and unfun.
Changelog
cl
fix: Aspiring xenobiologists and ambitious wizards can no longer mindswap into ghost poly or otherwise make them sentient in an attempt to gain godmode + ghost speed + the ability to go through walls.
/cl
* Prevents mindswaping into ghost poly
Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
* Makes the "Ian's Adventure" station trait more interesting by making the dog deadchat controllable plus extra lives. (#62617)
About The Pull Request
Makes the "Ian Adventure" station trait more interesting by giving him deadchat control (democracy mode, 3 seconds cooldown on inputs) and a couple extra lives* to survive early round tiding.
*Basically, a new component that respawns the critter when he dies. The component itself is simple enough, but it sends a signal each respawn to allow other datums to expand this behavior how they want. I've contemplated adding a signal that can stop death, dusting and gibbing instead of respawning the mob at first but because death(), dust() and gib() were made with the assertion that the mob is always going to die I've quickly realized it'd require a refactor that's way too big and out of scope.
The deadchat control of corgis only include commands to change and drop hats, "speak" (random lines from the speak list of the mob) and spin (other than cardinal movement) for now. I'd have loved to add more complex commands (like, argumented) that can potentially be relayed to the AI controller, but I guess that'll have to wait until the thing gets refactored a little.
Why It's Good For The Game
"Ian's Adventure" is a really bland station trait at the moment. All it does is move Ian somewhere else at the start of the round. Even by the station traits standard of being small things this is insignificant, and also pretty bad considering Ian is not actually going on an adventure since he lacks the initiative to do anything being an npc dog.
This PR aims to breath fresh air into this station trait and push it toward a slighty more engaging direction, though it relies on observers to work, while still being a small """"cute"""" station trait.
Changelog
cl
expansion: The "Ian's Adventure" station trait now makes Ian deadchat controllable and gives him a couple extra lives (to survive early round tiding)
/cl
* Makes the "Ian's Adventure" station trait more interesting by making the dog deadchat controllable plus extra lives.
Co-authored-by: Ghom <42542238+Ghommie@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>
* 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
* Hydroponics Tray USB Port (plus a tiny refactor needed to fit it in) (#62652)
Adds a USB port to constructable hydroponic trays. I had to refactor some hydro tray code, which is kinda old, to fit the USB circuit and the new signals in.
* Hydroponics Tray USB Port (plus a tiny refactor needed to fit it in)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Allows any character to use the body type setting regardless of gender
* Feex
* Another feex
* Avoiding savefile corruption
* Shut up linters
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes Multi lavaland tumor combat (and possible sources of harddels) (#62540)
This will fix#62065 by adding a new trait that prevents mobs from activating another elite tumor structure until he's won or lost the previous challenge, along with possible sources of harddels by making sure the hard-refs are properly cleared if the mobs get qdeleted.
* Fixes Multi lavaland tumor combat (and possible sources of harddels)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* You can now pull tails, it makes the person happy! (#62763)
About The Pull Request
You can now pull on tails and it makes the person happy! It was supposed to just be felinid but it changed when mothblocks requested I check for tails!
Why It's Good For The Game
Cute interaction with our cat friends. And Lizards. And anything with a tail.
Changelog
cl
add: You can now pull on a felinid's tail to make them happy!
/cl
* You can now pull tails, it makes the person happy!
* no
Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Felinids don't like getting sprayed with water. (#59506)
This PR is an ode to @ Ryll-Ryll, who inspired me to try and find fun, silly things to PR to try and make people smile.
About The Pull Request
Felinids now get a SMALL and SHORT mood debuff when getting sprayed with water. The intent of this PR is not to provide content to grief felinid (flashback to the "Felinids hate water" pr), but rather to provide a funny interaction.
Bonus point (Suggested by Ninja) : Getting sprayed with water interrupts do_after. Felinid climbing on your table ? Pssshttt. Straight in the face.
PR with permission from @ ninjanomnom
Why It's Good For The Game
Light-hearted fun and a bit of flavour to felinids.
Changelog
cl
add: Felinids don't like getting sprayed with water.
code: Adds a new status effect, incapacitated, which causes your do_afters to stop.
/cl
* Felinids don't like getting sprayed with water.
* Yes
Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Overhauls job eligibility checking and improves job debug logging.
* Fixing conflicts
* Makes Veteran the first check since it's the most likely.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Gonna start by enabling it, but we're not done
* Now it works
* Even better
* Makes it better for one level (which is what you will see 99% of the time)
* Chimps no longer get grumpy when you hug them or throw things with no throw force at them. (#62685)
* Chimps no longer get pissed when you hug them.
* Pun Pun no longer hates hat throwing.
* Chimps no longer get grumpy when you hug them or throw things with no throw force at them.
Co-authored-by: Ghom <42542238+Ghommie@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>
* Locker Shoving Re-Reloaded (#62618)
* Locker Shoving Re-Reloaded
The signals here were weird, converted them to connect loc. I did my best to make sure behavior matched what
existed pre arcane pr
Unshat shove code considerably, believe it or not it used to be worse.
* Locker Shoving Re-Reloaded
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* yeet
* goddamn fucking trailing newline
* edit: I reread the bounty
* leftover from: I reread the bounty
* *more* leftover from: I reread the bounty
* speedup
* here too
* empty commit for linter reruns
* there
* remembered the newline this time
* okay I forgot that
* 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>
* Adminwho and the status panel now shows when fellow admins are readied up in pre-game lobby (#62670)
* Adminwho and the status panel now shows when fellow admins are readied up in pre-game lobby
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>