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411 Commits
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426cc6e7fa |
More missed prs (#28921)
* Handful of missed mirrors (#3739) * fix duplicate traits * Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003) This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Adds six new strange object powers! (#84775) DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Drink Dispenser: Creates a glass, then fills it up with a random drink. Bioscrambler: After a noticeable warning, bioscrambles people nearby. 33% chance to be used up on use. Recharger: Shocks you, but recharges one random item to max battery. Hugger: Hugs everyone in range as if you had the friendly trait. DImensional: Converts the surroundings to a random material-theme. Each use increases cooldown by two seconds. Disguiser: Drops your clothing to the ground and replaces it with a delete-on-drop costume and a randomly assigned cardboard ID. Removed an unused and unusable shock flag. Removed an unused dumb ghost item. Added a proc that returns a hex color with the # attached. > DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Request by ArcaneMusic! He wanted new abilities to go along with the new sprites, and approved these. > Removed an unused dumb ghost item. please stop using costume subtypes for OP items. whats the damn point of the subtype if youre just going to screw with it > Added a proc that returns a hex color with the # attached. idk why it didnt have this tbh 🆑 add: Adds six new strange object powers! Drink dispenser, bioscrambler, recharger, hugger, dimensional, disguiser. code: Removed some unused code and items, and added a proc that returns a random #colorstring. /🆑 * [NO GBP] the random spawner loot weight config is not an integer (#84814) Sets `integer` to false. Also a tidbit about the `skew_loot_weight` proc, though loot lists with uneven weights all tend to add a value to all entries so it isn't an issue. The config isn't an integer. N/A * The techweb no longer erroneously refers to MODsuits as exosuits (#84800) At some point, some of the techweb node descriptions were changed, so that it referred to certain modsuits as exosuits. This just changes it back. The term "exosuit" is generally used for mechs, not modsuits. The techweb descriptions should refer to modsuits as modsuits. 🆑 spellcheck: The techweb no longer erroneously refers to MODsuits as exosuits. /🆑 * Adds new hairstyle - Short Bangs 2 (#84804) Adds a new hairstyle called Short Bangs 2. The hairstyle is basically an edit of the existing double buns, except the hair buns themselves are removed. https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506 More customization, variety and character flavor is great. Double buns itself is a good hairstyle but some may not like the hair buns out of personal preference or that it can look weird on non-human species like felinids. 🆑 Hardly3D add: Added new hairstyle: Short Bangs 2 /🆑 * Offset render relays for non-offsetting planes to match highest matching render plane (#84184) **Alternate title: "Fix blind people getting so blind they become deaf when going down a flight of stairs"** So 'bout half a week to a week ago I overheard a friend complaining about blind people not seeing runechat on lower multi-z levels. Asked a bit, apparently they'd reported this about half a year ago, and it's still an issue. So in my never-ending hubris I decided to just go and fix it! Now, admittedly? I really _really_ do not get the rendering system we use. The simple options were right out: we can't allow the fullscreens plane to be offset, as this causes issues with looking up/down, or disallow runechat from being offset, which causes issues with runechat from other levels. After poking our very cool and smart rendering guy several times over the course of the last week, this is what we got to: We simply make the rendering relays for non-offsetting plane masters point to the highest rendering plane that matches the target. We do this by offsetting the rendering relays in place, by adjusting their plane and layer values to match the new offset, with a new `offset_relays_in_place(new_offset)` proc called in `/datum/plane_master_group/proc/transform_lower_turfs(...)`. Importantly, we compare the current layer values to what they should've been, so we don't accidentally override relays with custom-set layers. This fixes our issue (as tested on wawastation): <details> <summary>Images</summary>    </details> Fixes #80376. 🆑 fix: You can see runechat above fullscreen overlays on lower multi-z levels again. Rejoice, blind players. Please report any weird rendering layering issues. /🆑 * illegal tech flag got changed * Automatic changelog for PR #84003 [ci skip] * Automatic changelog for PR #84775 [ci skip] * Automatic changelog for PR #84800 [ci skip] * Automatic changelog for PR #84804 [ci skip] * Automatic changelog for PR #84184 [ci skip] * Makes the smoking pipe sprite not give you a phantom stache. (#84898) The smoking pipe currently gives you a phantom stache. Observe, note the black background and know this character has no facial hair.  I basically adjusted the pixels so it'd look better from different directions. This is the new look - approximately.  Smoking pipe is cool for RP but the sprite's fucked. 🆑 image: the smoking pipe's directional looks have been altered to make it less ugly /🆑 (cherry picked from commit |
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7463f71b5e |
[MIRROR] Buffs the Matrix Flip skillchip (#28762)
* Buffs the Matrix Flip skillchip (#84658) ## About The Pull Request Amps up the duration of the flip and the bullet dodging to 1.4 seconds (from 0.8). EDIT: I've added a check to prevent matrix-flipping into stamcrit (unless the emote wasn't intentional) and lowered the stam cost very slightly to allow for a fifth flip. ## Why It's Good For The Game I've tested the thing, with and without stun immunity (which prevents stamcrit from overusing it), hulk, rapid gloves, against the colossus and turrets at the tdome. It's pretty meh overrall, having to keep spamming the flip hotkey to keep it going, and the duration isn't all that useful since you can't easily foresee when something or someone's going to fire at you, or react in time. This is likely going to stay a gimmick, albeit a less crappier one. ## Changelog 🆑 balance: Buffed the matrix flip skillchip duration. Lowered the stamina cost very, very slightly. qol: You can now longer matrix-flip yourself into exhaustion, unless the emote is unintentional. /🆑 * Buffs the Matrix Flip skillchip --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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4a60f108ab |
[MIRROR] Cult Vs. Heretic: 7 Months Later Edition (#28477)
* Cult Vs. Heretic: 7 Months Later Edition * conflict fix --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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cbdf0ccc5e |
Adds the DET.ekt Skillchip, upgrading the detective's sense of taste. (#84469)
## About The Pull Request Gives the Detective a roundstart skillchip which allows them to unlock the hidden potential of their tastebuds. With this, they can identify chemicals by taste, and even identify bloodtypes in the same way. ## Why It's Good For The Game  I've been watching a lot of detective stuff and I think it's really funny how often they stick their fingers into random goo/blood and taste/smell it. The idea of a detective chugging a glass of unidentified liquid to identify that there's a lethal chem mix in there is equally funny to me. Imagine you're recovering from a mugging in the medbay and the detective comes in, takes a blood sample from you, and downs it in one go. ## Changelog 🆑 Wallem add: The detective now starts with the DET.ekt Skillchip, which allows them to identify chemicals and bloodtypes by taste. /🆑 |
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55dfa4dee2 |
[MIRROR] Adds boards for the book binder and scanner (#28371)
* Adds boards for the book binder and scanner (#83863) ## About The Pull Request Adds boards for the book binder and scanner. The scanner requires one scanning module while the binder requires one servo to make. Research for the board was added to the computer tech research node as that's where the other book related research was. Boards are available to print at the service techfab.  ## Why It's Good For The Game Being able to (re)make the library is good. Irreparable machine is bad. Writing down your work and being unable to scan it into the archive is not good. Also allows the machine to be moved if needed. * Adds boards for the book binder and scanner --------- Co-authored-by: Goat <126099705+Goat-Real@users.noreply.github.com> |
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81f3db19f8 |
[MIRROR] Adds pen clicking, changes most pen typechecks into writing implement checks (#28356)
* Adds pen clicking, changes most pen typechecks into writing implement checks (#84186) ## About The Pull Request Fixes #84170 Adds pen clicking and changes some of edagger and pendriver code to use it instead. Also replaces most pen typechecks to writing implement checks where it makes sense, so now you can rename things with everything you can write with (crayons)  Twisting pen caps (for traitor uplinks) has been moved to ctrl + click instead. * Adds pen clicking, changes most pen typechecks into writing implement checks --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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b540aaf8ab |
[MIRROR] Afterattack is dead, long live Afterattack (#28128)
* Afterattack is dead, long live Afterattack * wew * fixes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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25d68e6884 |
Research Directors are now strong (the Athletics trait, that is). Suplexing a rod is an incredible workout. (#83269)
## About The Pull Request Grants the Research Director TRAIT_STRENGTH via their skill chip. This trait is only relevant to athletics-related activities. They still need to actually do the workout before they see any results. Fitness bros will overestimate the RD's power level due to their ability to suplex an immovable rod. Suplexing a rod grants an incredible amount of athletics skill, increased by how many people the rod has taken out. The frequency of this happening is bound to be pretty small, but it's a nice in-round reward for accomplishing the task (and maybe blowing up a department as a result), and also potentially a large number of casualties on top of that. ## Why It's Good For The Game The athletics changes didn't acknowledge that there is already someone on the station that is, for some reason, unnaturally stronger than everyone else. The Research Director. So now, fitness bros think they're naturally swole. Mind over matter, I guess? I just think it'd be funny if by suplexing the rod once, you gain incredible physical power and then need to take a nap because boy that sure was an explosive amount of strength you had to apply. Since this only happens with looping rods, I don't imagine it will disrupt fitness as a skill too much. ## Changelog 🆑 add: The Research Director is now actually strong. add: Fitness bros will determine the Research Director to be stronger than they actually are, without even working out. How does he do it? balance: Suplexing a rod grants a large burst of athletics experience. add: The more sentient casualties of the rod, the more experience suplexing that rod grants. Absorb the souls of the weak and feeble. /🆑 |
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6facfb1d90 |
[MIRROR] RD get robo knowledges (#27631)
* RD get robo knowledges (#82642) ## About The Pull Request Setting RD suplex skillchip as common chip. Adding Roboticist's skillchip into RD. Skillchip's categories are global defines now ## Why It's Good For The Game RD is literally the most skilled scientist and roboticist. CEO of all Silicons. Why he doesn't have robo wires trait? * RD get robo knowledges --------- Co-authored-by: delingar <93310496+delingar@users.noreply.github.com> |
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7aa6664021 |
Mirror (#27453)
* Fix Conflicts
* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)
Most people should not be using this define
* New Battle Arcade (#81810)
Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.
The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.
The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.
The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.
Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.
Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.
I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.
This is some gameplay
https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede
As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.
Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.
🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request
Fixes #81052
Fixes #58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request
Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.
## Why It's Good For The Game
It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.
I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.
## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑
* LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
* Fix table top deconstruction (#82508)
## About The Pull Request
Edited: updated changelog, read comments for changes in implementation
details
So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.
First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:
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20c0599ce6 |
Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066) Adds 5 new ear options from Orbstation, originally PRed in lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S. Big:  Coeurl (FFXIV Miqo'te style):  Fold:  Lynx:  Round:  Also makes it so the code guarantees that custom ears on a felinid actually count as felinid ears and not human ones, as the code wasn't checking properly when preferences were applied. There's probably a cleaner, more permanent way to do this and a refactor is needed somewhere down the line (man that sprite accessories file is getting long huh) but I'll leave that to a more competent coder. More customization options are good also Cobby said I could  🆑 add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites by Or-Fi-S) /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> * Standardizes object deconstruction throughout the codebase. (#82280) When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do |
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5e2f400f9d |
[MIRROR] Blood cult: cleans up blood rites code, fixes a bug or two, & adds blackbox logging for spells, runes, and shades (#27298)
* Blood cult: cleans up blood rites code, fixes a bug or two, & adds blackbox logging for spells, runes, and shades (#82444) * Blood cult: cleans up blood rites code, fixes a bug or two, & adds blackbox logging for spells, runes, and shades --------- Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com> |
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48383f32d3 |
[MIRROR] minebot buff (#27106)
* minebot buff (#82001) ## About The Pull Request this pr buffs non-sentient minebots a bit to make them more helpful with the new arcmining changes. Minebots now have a better overall AI, they will maintain distance from enemies and shoot while running. they will also plant landmines while theyre running away from enemies. these landmines are carefully programmed by the bot not to trigger when any of its miner friends step on it. u no longer need to feed minebots an ore to get them to listen to you, as they now automatically listen to any miners around. minebots can now repair damaged node drones  they also have a new autodefend feature, which makes them automatically attack any mob that attacks its miner friends or the drone. They also have some new upgrades! First is the regenerative shield, this shield allows minebots to tank a limited amount of hits before breaking. minebots will then need to wait sometime before the shield re-activates. Second is the rocket launcher remote control, this allows players to direct minebots to fire anti-fauna missiles at their target https://github.com/tgstation/tgstation/assets/138636438/3ec3605e-8e11-4a31-acaa-1382bed98294 Also minebots are now highly customizable, you can rename them, change their colors, or program their AI through their new user interface  ## Why It's Good For The Game Improves minebot AI a bit, and makes it a more viable option for mining solo players ## Changelog 🆑 balance: minebots have been buffed and have recieved new upgrades /🆑 * minebot buff --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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df20785778 |
[MIRROR] Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#26974)
* Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. * Update code/_globalvars/traits/_traits.dm --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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f845260764 |
[MIRROR] Small bible / bullet catcher component code cleanup (#26763)
* Small bible / bullet catcher component code cleanup (#81835) ## About The Pull Request Saw this weird use of storing a component in a var when it didn't really need to be so I just refactored it a little bit. * Small bible / bullet catcher component code cleanup --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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641ab51045 |
[MIRROR] Fix all bibles being carved (#26761)
* Fix all bibles being carved (#81836) ## About The Pull Request `/obj/item/book/bible` had `carve_out` in `Initialize` instead of `/obj/item/book/bible/booze` ## Changelog 🆑 Melbert fix: All bibles are no longer suspiciously hollow /🆑 * Fix all bibles being carved --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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a5b8028a9d |
[MIRROR] Fishes love kronkaine + Examining fishing spots. (#26717)
* Fishes love kronkaine + Examining fishing spots. (#81519) ## About The Pull Request Food items with kronkaine in it now count as great baits (this is the case of the "all-natural" bait from that overpriced cargo pack I'm converting into a less expensive goodie in another PR) Sufficiently high fishing skill (and the relative skillchip) allows you to list fishes in a fishing spot by examining it twice. ## Why It's Good For The Game Little fishing things off the top of my head before I move on bigger stuff. ## Changelog 🆑 add: Fishes love kronkaine. qol: Examining a fishing spot twice with sufficiently high fishing skill (or the skillchip) will get you a list of fishes that can be caught. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Fishes love kronkaine + Examining fishing spots. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> |
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290a97d05e |
[MIRROR] You can do more things while floored (#26643)
* You can do more things while floored (#81641) ## About The Pull Request While on the floor, you can: - Use the UIs of Atmos machinery (except thermomachine and bluespace gas vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins - Close extinguisher cabinets with Right-Click - Click and drag yourself onto a photocopier to climb onto it. I also changed all instances of ``ui_status`` to have all the args it's being passed, I was messing with it a bit but it's gonna be for a later PR. ## Why It's Good For The Game It's an extra layer of harmless realism, also nice QoL for people who do not have functional legs and do not have a wheelchair. ## Changelog 🆑 qol: You can use atmos machines, holopads, crayons, spray cans, and disposal bins while floored. fix: You can close extinguisher cabinets while floored. fix: You can climb onto a photocopier from the floor. /🆑 * You can do more things while floored --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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f7938c2db0 |
[MIRROR] Barcode scanners can now be printed. (#26413)
* Barcode scanners can now be printed. (#81324) ## About The Pull Request Currently the only way to get a barcode scanner is by spawning as a Curator, this is lame and prevents people to job change into a librarian, so now it can be printed like basically all other service job's tools. Part of computer tech  ## Why It's Good For The Game You no longer have to spawn as a Curator to be able to work in the Library, and Curators can now replace their otherwise completely irreplaceable equipment. ## Changelog 🆑 qol: The barcode scanner is now part of computer tech and can be printed at the service techfab. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Barcode scanners can now be printed. --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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8e7ec57fd2 |
[MIRROR] Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#26328)
Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#81097) - Kicks Martial Arts out of the attack chain. - All Martial Arts attacks are now handled via unarmed attack or grab signals - This means all martial arts are now technically on the living level, allowing any mob that can unarmed attack to martial arts. Sort of. YMMV. - All martial arts block checking is now handled by the arts themselves, meaning you can selectively decide for a martial arts strike to not be blocked. Maybe good for the future. - A comprehensive cleanup of all existing martial arts. Improving var names, code, adding some missing animation calls, etc. Fixes #74829 Untangles the mess that is martial arts, making it a lot easier to work with the attack chain and making it overall a ton more consistent. 🆑 Melbert refactor: Big martial arts refactor, they should now overall act a ton more consistent. Also technically any mob can do martial arts. Let me know if something is funky. /🆑 --------- Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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b79167c173 |
[MIRROR] Organ movement refactor *Un-nullspaces your organs* [MDB IGNORE] (#25530)
* Organ movement refactor *Un-nullspaces your organs* * Fix conflicts I checked the conflicts on the two weird conflicts and no previous TG pr touches them i assume its just github being github because those shoulden't be conflicts *shrug * Fix #1 uhh...this is going to be a long one * Fix #2 Modular Movement Flags * Fix #3 It builds now * Fix #4 Oh god it builds now, I missed some things * Fix #5 No more Runtimesplosion Now time for Synths * Update nightmare_organs.dm * on_mob_insert * https://github.com/Skyrat-SS13/Skyrat-tg/pull/25664 * https://github.com/Skyrat-SS13/Skyrat-tg/pull/25685 * https://github.com/Skyrat-SS13/Skyrat-tg/pull/25582 * https://github.com/Skyrat-SS13/Skyrat-tg/pull/25686 * bro the fucking brain does not go into the chest. * seriously? undocumented code causing shit. if it breaks ghouls, so be it. --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com> Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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3658c80e57 |
[MIRROR] Explodes device.dmi [MDB IGNORE] (#25523)
* Explodes device.dmi * Demodularize these * Update traitordevices.dm * Update traitordevices.dm * Modularizes hypnotic flash * Modular dmi repath * Modular dmi repath --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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b15b16976a |
[MIRROR] Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom [MDB IGNORE] (#25516)
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (
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3d816fc0d5 |
[MIRROR] basic cleanbots refactor and new janitor skillchip [MDB IGNORE] (#25511)
* basic cleanbots refactor and new janitor skillchip * Update medbot.dm * UpdatePaths --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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8b2da46cf7 |
[MIRROR] Punished sect blessing rework [MDB IGNORE] (#25368)
* Punished sect blessing rework (#80043) ## About The Pull Request Instead of punished sect healing people like the normal bibble- you take their burdens on instead! All bodypart damage and wounds is transferred onto you, as well as blood, suffocation, cloning damage and toxins The amount of damage you take is dependant on your burden level, decreasing by 7% with every burden level (100% at level 0, 93% at level 1, 37% at level 9 (the point at which you become a psyker)) the punished sect is now an absolute trauma, this makes more sense because aheals shouldnt really clear it more than they clear stuff like paraplegics ## Why It's Good For The Game I think it's an interesting tweak of letting this chaplain sect do something the others can't in healing, yet at a possibly huge cost. ## Changelog 🆑 add: Instead of punished sect healing people like the normal bibble- you take their burdens on instead! /🆑 --------- Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com> * Punished sect blessing rework --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com> |
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2c8f0151a4 |
[MIRROR] Adds INTJ skillchip [MDB IGNORE] (#25223)
* Adds INTJ skillchip (#79902) ## About The Pull Request Adds a new skillchip, it lets you taste food by examining it.  This has all of the effects of tasting food (various moodlets based on quality and food type) and can also trigger food allergies if you have them, however it does not consume the food nor give you any nutritional benefit. You can buy it from a vendor or sometimes it spawns in maintenance. ## Why It's Good For The Game The players are constantly clamouring for more additions to our most loved and useful feature, skill chips. <details>  </details> ## Changelog 🆑 add: A new skill chip can be found in maintenance or purchased from the vendor, allowing you to experience food in new and exciting ways. add: Abductors also have access to this incredible power, simply using their genius level brains. /🆑 * Adds INTJ skillchip --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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d66c7fab66 |
[MIRROR] Paraplegics can use the skillchip machine. [MDB IGNORE] (#25177)
* Paraplegics can use the skillchip machine. (#79860) ## About The Pull Request Fixes #64387. Gives the Skillsoft station `INTERACT_ATOM_IGNORE_MOBILITY`, making it possible to use while lying down. This means that it can actually be used by paraplegics, or anyone else without functional legs. ## Why It's Good For The Game As this particular machine can only be used from inside, and you cannot bring a wheelchair in, it is currently impossible for paraplegic characters to use skillchips at all. There is no good reason _why_ paraplegics or people without legs should be barred from this system, and it doesn't make much sense that this machine would need legs to function - so it no longer requires them. ## Changelog 🆑 fix: Skillsoft's skillchip stations are now ADA-compliant (Astronauts with Disabilities Act). Paraplegic characters can now implant themselves with skillchips, the same as anyone else. /🆑 * Paraplegics can use the skillchip machine. --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> |
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9c78808284 |
[MIRROR] Nukes radio.dmi, adds inhands for somewhat relevant items. [MDB IGNORE] (#25147)
* Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792) ## About The Pull Request Third /icon/ cleansing splinter 1. Comments on commits say all it does pretty much.  ## Why It's Good For The Game Inhand for walkietalkie was requested in the project, gets rid of some usecases of old 'gangtool', headset splitoff requested by Fazzie. Inhands reflecting the items they are supposed to represent is nice. ## Changelog 🆑 image: Following now have unique item sprites: syndicate war declaration radio, curator and chief beacon's, chaplain beacon. image: Following now have unique inhand sprites: radio, export scanner, walkie-talkie, syndicate war declaration radio, curator and chief beacon's, chaplain beacon. /🆑 * Nukes radio.dmi, adds inhands for somewhat relevant items. --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> |
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bc1e8de059 |
[MIRROR] Fixes Wiki Book Manuals not working [MDB IGNORE] (#24870)
* Fixes Wiki Book Manuals not working * Fixing diffs --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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45346de410 |
[MIRROR] Basic Shades [MDB IGNORE] (#24770)
* Basic Shades (#79469) ## About The Pull Request Makes shades into basic mobs. As they are solely player-controller and have no AI, this was a very simple conversion. Things of note: - I've made shades use the same "theme" system as constructs, to determine their drops and coloration - as opposed to these things being manually set by the type of soulstone they're held in. - I've reorganized files slightly, putting both constructs and shades in a new "cult" basic mob folder. That's more or less it. As I said, shades are simple. ## Why It's Good For The Game Basic-izes another mob and cleans up the code a little. Removes the last cult-related simplemob, too. ## Changelog 🆑 refactor: Shades now use the basic mob framework. Please report any bugs. /🆑 * Basic Shades --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> |
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6e677a2bbd |
[MIRROR] Invisibility refactor [MDB IGNORE] (#24405)
* Invisibility refactor (#78908) This adds a tracker for sources of invisibility and a priority system. I needed this for another thing so I'm doing this first since it touches a lot of code. As for the bugs fixed in the changelog, it's only what I noticed while going through everything and there's likely a few more things fixed with this. This should be testmerged for a while, I'll bring this out of draft when it feels safe. 🆑 admin: Invisimin can now be used on mobs that are already invisible, whether through temporary or permanent effects. fix: Monkeyize/Humanize mob transformations no longer permanently reveal invisible mobs if they had effects making them invisible otherwise. fix: Objects with the undertile element that have been made invisible through other means are no longer revealed by being uncovered. /🆑 * Invisibility refactor --------- Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> |
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6da5503e2d |
[MIRROR] Refactors Revenants into Basic Mobs [MDB IGNORE] (#24233)
* Refactors Revenants into Basic Mobs * Update revenant_abilities.dm --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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0c9149bf35 |
[MIRROR] Refactor gib code to use bitflags and have documentation [MDB IGNORE] (#24143)
* Refactor gib code to use bitflags and have documentation * Modular updates * Modular updates * Modular updates --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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59e1231c8b |
[MIRROR] A thorough audit of damage procs and specifically their use in on_mob_life() (with unit tests!) [MDB IGNORE] (#24087)
* A thorough audit of damage procs and specifically their use in on_mob_life() (with unit tests!) * Modular changes--bonus, removes a bunch of completely unused code signals code that was taking up resources needlessly --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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13a9abdf2c |
[MIRROR] The fishing portal generator expansion (plus skill-chip) [MDB IGNORE] (#24052)
* The fishing portal generator expansion (plus skill-chip) (#78203) ## About The Pull Request This is a PR I worked on last month, but had to put on hold while dealing with some pressing issues with fishing feature, minigame and other stuff, and because I had to atomize out some of the stuff previously present here. I've expanded on the fishing portal generator to do something other than dispense guppies and goldfishes. It now has multiple settings, unlockable by performing scanning experiments for fish types, available from the get go, which also reward a meager amount of techweb points upon completion. The generator can now be built too. No longer it has to be ordered from cargo. It can also be emagged for the syndicate setting, tho right now it only dispenses donkfish and emulsijack, both otherwise impossible to get outside of... exodrone adventures. The advanced fishing rod now comes with an experiment handler component, specific to the fish scanning experiment, that automatically scans fished content. The node to get it now requires 2000 points and the first fish scanning exp to be unock. A new skillchip has been added, which adds a trait that changes the icon of the fish shown in the minigame UI, giving some clues on what the reward will be. The same trait is also gained by reaching the master (penultimate) level of the fishing skill. A new fish type has been added, with its own quirks. One of these quirks included temporarily switching movement direction of the bait. Currently, it can only be fished in the hyperspace and randomizer setting of the fishing portal. Screenshots:   ## Why It's Good For The Game The fishing portal generator is but a stale and underdeveloped prototype of the fishing feature right now, so much I was thinking of removing it at first. However, we also have a lot of fishes which are pretty much unfishable, so I came up with the idea of adding new portal settings that allow people to actually get them. As for the skillchip and trait, it's but an extra to both the vending machine in the library and the fishing skill itself, which has an overall humble impact on the minigame. ## Changelog 🆑 add: Expanded the fishing portal generator. It now comes with several portal options that can be unlocked by performing fish scanning experiments, which also award a modest amount of techweb points. balance: The fishing portal generator is now buildable and no longer orderable. The board can be printed from cargo, service and science lathes. balance: Advanced fishing tech is no longer a BEPIS design. It now requires the base fish scanning experiment and 2000 points to be unlocked. add: The advanced fishing rod now comes with an incorporated experiscanner specific for fish scanning. add: Added a new skillchip that may change the icon of the "fish" shown in the minigame UI to less generic ones. Reaching master level in fishing also does that. qol: The experiment handler UI no longer shows unselectable experiments. /🆑 * The fishing portal generator expansion (plus skill-chip) --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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d4bb0d4c86 |
[MIRROR] Adds Summon Cheese [MDB IGNORE] (#23430)
* Adds Summon Cheese * Update staff.dm --------- Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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2644a9e37d |
[MIRROR] New Mech UI and equipment refactor [MDB IGNORE] (#23098)
* New Mech UI and equipment refactor * Update mecha_defense.dm * Update clothing.dm --------- Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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598952c1c2 |
[MIRROR] Refactors chameleon actions, Adds chameleon outfit saving, Adds chameleon scanner [MDB IGNORE] (#22773)
* Refactors chameleon actions, Adds chameleon outfit saving, Adds chameleon scanner * Update cards_ids.dm * Update _glasses.dm * Delete chameleon.dm * Update _glasses.dm * Update _glasses.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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0112c3f681 |
[MIRROR] Buffs the Syndicate Tome [MDB IGNORE] (#22542)
* Buffs the Syndicate Tome (#76733) ## About The Pull Request Betcha forgot this item even existed huh? Well the wiki page about it is wrong, and its been pretty much untouched since its implementation so i'll tell you what it does do before I tell you about the buff. So, the syndicate tome is a 5tc traitor item that functions as a bible. It also has a very high force of 18 burn, and you hurt people with it instead of healing them with in on harm intent. Because normally only chaps can use the bible, the first person to use the bible inhand can "bind" to it which deals 5 damage, gives them the priest trait, and adds their true name to the item's description. Now, it also functions like a nullrod, granting anti-magic and allowing the clearing of heretic/cult runes. ## Why It's Good For The Game When this thing was introduced magic could hardly even exist in the same round as a traitor. But in the world of dynamic, we have antag on antag interactions all the time. This gives traitors the opportunity to go anti-cultist/anti-wizard/anti-heretic if they wish, and at a cost. * Buffs the Syndicate Tome --------- Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> Co-authored-by: Bloop <vinylspiders@gmail.com> |
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2f552919c1 |
[MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two * Merge conflict resolution * Modular path hell * hmm * Update 2022-10.yml * Another modular thing --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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bb3d041572 |
[Manual Mirror Fix] Removes shitty "status" variable on organs, makes them use organ_flag (#22480)
* Removes shitty "status" variable on organs, makes them use organ_flags instead (#76350) Title. Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and ORGAN_ROBOTIC two different things? not applicable unless i fucked up --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> * Modulars * Some merge skew * More diffs --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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e264ee3644 |
[MIRROR] Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts [MDB IGNORE] (#22469)
* Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts * Update communications.dm * Modular override * Some modular adjustments, removes 'emagged' vars in favor of obj_flags * whoops, mobs don't have obj_flags. --------- Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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4a779bb4b6 |
[MIRROR] Bibles, Lighters, and Cowboy Hats can block bullets [MDB IGNORE] (#22282)
* Bibles, Lighters, and Cowboy Hats can block bullets (#76521) ## About The Pull Request If you are wearing a bible or lighter in your suit slot, or a cowboy hat on your head, there is a small (2%) chance that bullets (only bullets, not lasers) will hit them instead of you. This destroys lighters, removes the storage capacity of the bible, or sends the hat flying off your head. The Bounty Hunter's cowboy hat has a significantly higher chance to intercept bullets. ## Why It's Good For The Game Adds some fun flavour to these items. ## Changelog 🆑 add: A bible or lighter in your suit slot, or cowboy hat on your head will occasionally intercept a bullet. /🆑 * Bibles, Lighters, and Cowboy Hats can block bullets --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Bloop <vinylspiders@gmail.com> |
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32310aedf6 |
[MIRROR] Library barcode scanner resprite & unique sound effects [MDB IGNORE] (#22059)
* Library barcode scanner resprite & unique sound effects (#76182) ## About The Pull Request Resprites the barcode scanner & adds unique sounds for switching modes & scanning books ## Why It's Good For The Game This Pr was a labor of love. I love playing curator and thought the scanner could use some sounds and then thought it could benefit from a new sprite ## Changelog 🆑 sound: Adds unique sounds to library barcode scanner image: Removes soul from library /🆑 https://github.com/tgstation/tgstation/assets/97811257/3ee693a4-7a75-46c5-aa58-66a870e83357 * Library barcode scanner resprite & unique sound effects --------- Co-authored-by: kate <97811257+winterboekje@users.noreply.github.com> |
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1b48ff46e4 |
[MIRROR] Admin Library Moderation (in-game edition) [MDB IGNORE] (#21565)
* Admin Library Moderation (in-game edition) * conflicts --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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64867887dc |
[MIRROR] Improves some confusing aspects of the Library [MDB IGNORE] (#21893)
* Improves some confusing aspects of the Library (#75781) ## About The Pull Request The barcode scanner now uses balloon alerts and only has 2 modes: check in and add to inventory. It used to have 4, 2 of which were useless. Added a title and author to chuuni granter so it's not broken to the Curator's console. Moves inventory ui data stuff to ui static data so we can reference it in checkout, which now uses a dropdown list of all books in checkout, instead of having you fill out the name of the book yourself. Removes sending things to a computer by scanning a book then connecting it to a computer. Just connect it to a computer first, there's no need for this copy and paste stuff. Finally, lets the book bag hold posters, since the Curator prints them and it would be nice if they can also carry them without filling a bag. Video was taken before the balloon alert stuff so just ignore that part https://github.com/tgstation/tgstation/assets/53777086/e78011af-fb23-4553-a92d-f3dcc8bb5601 ## Why It's Good For The Game The library is currently very confusing for new people to figure out, I thought this might be able to help with that. The dropdown in the UI now means it's easier to give out books in inventory, and you can no longer just type whatever the hell you wanted. ## Changelog 🆑 qol: The Curator's barcode scanner has been simplified into 2 modes: check-in and add to inventory. qol: The Book bag can now hold posters. ui: The library console can now lend books out easier with a dropdown menu to all inventory books. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * Improves some confusing aspects of the Library --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> |
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14862dd679 |
[MIRROR] Adjust objects to tabletop when wrenched [MDB IGNORE] (#21486)
* Adjust objects to tabletop when wrenched (#75671)  ## About The Pull Request Added a variable to `/obj/` that can be set to adjust the object sprite when it mapspawns or being wrenched on top of a table. Set this variable for some popular tabletop machines, removing the default `pixel_y` offsets for some of them. Also moved the wrenching logic to /obj/. It was under machinery for some reason. ## Why It's Good For The Game Did you ever unwrench something from the table by accident and then was annoyed that you can't revet it back? ## Changelog 🆑 qol: Objects have a variable to adjust them visually when they're wrenched or spawned on a table refactor: Removed redundant code that had similar purpose, moved `obj` wrenching logic into the `objs.dm` qol: food/slime processor can be moved on table and adjusts to it when wrenched /🆑 * Adjust objects to tabletop when wrenched --------- Co-authored-by: Andrew <mt.forspam@gmail.com> |
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4c0da7d43b |
[MIRROR] Book patches [MDB IGNORE] (#21321)
* Book patches (#75565) ## About The Pull Request 1. Fixes #75555 knives already have their `sharpness = SHARP_EDGED` so there's no need to explicitly type check for them and overall that if condition was just a mind blender, so it's better now 2. Fixes #75577 bibles can convert other bibles again and will not attempt to store it inside. Carrying over the fix that was implemented in #73137 ## Changelog 🆑 fix: wire cutter's can carve out book's again. fix: bibles can convert other bibles /🆑 --------- Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * Book patches --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> |
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d3f2386664 |
[MIRROR] Bible refactor [MDB IGNORE] (#21190)
* Bible refactor * Delete book.dm * updatepaths * you're meaning to tell me i have to edit CODE?? --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> |
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81427795ee |
[MIRROR] Resprites Skillchips [MDB IGNORE] (#21192)
* Resprites Skillchips (#75183) ## About The Pull Request Replaces the skillchip sprite with a new, smaller one that looks more like a chip rather than an 8-inch floppy. (With a fancy housing because consumer electronics can't just be bare circuit boards that's not stylish.)  ## Why It's Good For The Game The old one looks like this and takes up most of a tile, need I say more?  ## Changelog 🆑 image: Skillchips have been resprited to be smaller and more chip-like /🆑 * Resprites Skillchips --------- Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> |