* Minor typo and comment fixes follow-up for ID card rework (#57318)
* Minor typo and comment fixes follow-up for ID card rework
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Creates offstation variants of the protolathe and circuit imprinter for offstation and ghost roles. (#57367)
* Creates offstation variants of the protolathe and circuit imprinter for offstation and ghost roles.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* At first i thought that i was being forced to add a feature 🤮 but then i realized i was being encouraged to refactor 😄. Electrified chair is now a component instead of a failure (#57117)
* At first i thought that i was being forced to add a feature 🤮 but then i realized i was being encouraged to refactor 😄. Electrified chair is now a component instead of a failure
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Chef Produce Console, for cases where there are no botanists (#57298)
* Chef Produce Console, for cases where there are no botanists
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Wallets no longer show redundant examine text for ID cards.
* Update wallets.dm
* Update wallets.dm
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Japanese Tourists! Oh, and beef stroganoff, I guess! (#57305)
Co-authored-by: Qustinnus <Floydje123@ hotmail.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Japanese Tourists! Oh, and beef stroganoff, I guess!
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Qustinnus <Floydje123@ hotmail.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
* Miscellaneous appearance fixes. (#57133)
* Fixes modular computer runtimes
- Adds a proc to eat the source arg of the update icon signal.
* Fixes a couple things not passing the right args
- Fixes the alien leap hallucination passing a string as the first arg to updat_icon
- Fixes the roulette machine passing the payout as the first arg to update_icon.
* Miscellaneous appearance fixes.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Rework plumbing reaction chamber, purity support (#57071)
Currently does four things:
The reaction chamber now supports purity! It has a yellow (acid) and green (basic) input for buffers, aswell as a setting to automatically dispense either an acidic or alkalic buffer when above/below a certain pH! Now you can make a 100% pure meth factory! The buffer connects are on an alternate layer.
Probably going to be less loved, but I removed the reaction chambers ability to pick reagents from the net. Instead, it will pull untill a set volume is reached. Then it'll start reacting. While this means that players will have to be more creative and use a wider array of machinery.
Also new machine! Buffers! They fill the hole that reagent chambers left. They can be set with a threshold volume and will only start putting out chems when ALL of their neighbouring buffers also are also above this threshold. You might have a lot of one chem and have to wait for a more specialized chem to be produced, and with the cleverness of reaction chambers gone, bufferers can do just that: wait.
I also removed all but two layers. I want to make it obvious what layer the buffer connects are on. Also layers are basically unusable and I'm gonna give them a rework very soon. I'll put the things back in then when they actually have something to contribute
* Reworks plumbing reaction chamber, purity support
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds unit test for spawned food edibility (#57232)
* Adds unit test for spawned food having reagents
- Adds stack trace for biting food failing due to a lack of reagents
- Adds checks for seed var being set under food/grown's initialize() in grown.dm
- Fixes issue with gondola meat code duplicated for penguin meat slabs resulting in a runtime and being unable to slice penguin meat
- Adds seeds for bombananas
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds unit test for spawned food edibility
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes pin the tail on the corgi. (#57218)
There was an old check on there that was completely unnecessary to the tails being pinned, combat mode broke it further but on the whole the check wasn't necessary, so it's gone and now the game works as expected.
* Fixes pin the tail on the corgi.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Adds tourist robots that order food and drinks from the bar and cafeteria (#57010)
* Adds Tourism Economy
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds tourist robots that order food and drinks from the bar and cafeteria
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Updates the stackcrafting description and normal description of the daemon forge (#57126)
* Updates the stackcrafting description and normal description of the daemon forge
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Beauty is now an element. Fixing an issue with enter/exit area comsigs. (#57147)
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
* Beauty is now an element. Fixing an issue with enter/exit area comsigs.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
* Sticky tape no longer can be used on objects that aren't within reach. (#57103)
* #57049 but only the prox check: fixes tape being able to be used on objects without proximity
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Improved visual clarity for health scanner text (#57076)
* Improved visual clarity for health scanner text
Co-authored-by: Sza'Thi <donniescatch@gmail.com>
* Buffed atmos holofans. Added to CE locker. (#57074)
Atmos holofans can now make six holos instead of three. Swapped the (useless) engineering holo with the atmos holo in the CE locker.
* Increased holo count for atmos holofans. Added one to the CE's locker.
Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
* moves gun related icons to guns folder (#57077)
moves ammo icons, projectile icons and hitscan effect icons to guns folder
renames projectile.dmi to ballistic.dmi so its less confusing
moves rcd ammo from ammo.dmi to tools.dmi with the rcd
* moves gun related icons to guns folder
Co-authored-by: Fikou <piotrbryla@onet.pl>
Surgery-compatible gown to let patients stay modest. Available in protolathes for plastic, the medidrobe, and pre-spawned in surgery duffel bags - fast equip times onto others. Sprites made by Kroto
* cult construct stuff (#57027)
edits sprites for wizard cult constructs to have more sheen
fixes wizard cult constructs not working
makes soulstone code a bit cleaner i think
makes cult spells use second defines
fixes wraith jaunts being invisible
* cult construct stuff
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Add Loincloths
Adds leather and cloth loincloths, craftable with their namesake materials; also adds a sensor variant in the Autodrobe and Loadout.
* what the fuck
oh no its broken
* feck
changes defines to be correct, fixes female sprites borking, lets you fix your wedgie, and adds cloth crafting. basically fixes everything.
* Add a new admin weapon: foam finger that shoots missiles (#57013)
An admin only rocket firing foam finger has been added. There is also
a toy version available from arcades that is just a giant foam finger.
* added a new admeme weapon: foam finger that shoots missiles as requested by boris (now in arcades!)
Co-authored-by: c420-o <76887567+c420-o@users.noreply.github.com>
* Crafting menu tells you which colour of crayon is needed (#56950)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Crafting menu tells you which colour of crayon is needed
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fermichem part 2.2 Adds new tools, crafts and methods for ghetto chemists to handle the new reaction mechanics. (#56871)
Since reactions now require a bit more involvement from chemists, ghetto chemistry is a bit harder. This seeks to help some of those problems by providing new tools for those without a chem heater/reaction chamber.
Also some of these might be useful for chemists in the lab too!
Here's what you can make:
image
the burners are similar to candles - except they burn their internal reagents. The temperature they heat by is dependant on the flame, fuel and oil burn for a lower amount, ethanol for a higher amount and plasma for the highest amount. They can be put on tables and bonked with beakers for a quick way to heat them (similar to lighters). You'll need to light them with a match or lighter too, though, and can be put out by use in hand.
The thermometer looks like this and gives you temperature readings!
thermom
The pH booklets are the same as before - but you can now craft them by making universal indicator. These are the best way for a ghetto chemist to check their pH, and multiple sheets should be used over a reaction.
The improvised chem heater looks like this, and is a reconfigured space heater, it requires more materials and tools lending itself to a static drug den, but has the best method of adjusting temperature and fighting against exo/endo thermic reactions:
Improv_heater
Finally, the cooling spray lets chemists do the oposite of a lighter on their beaker - cooling the reagents within. In addition, fire extinquishers perform the same function.
In addition ice and universal indicator have been added as reactions.
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Fermichem part 2.2 Adds new tools, crafts and methods for ghetto chemists to handle the new reaction mechanics.
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Fixes Cigarettes being lit in no-oxygen environments (#56911)
This closes#26487 (Issue about cigs working fine in non-oxygenated enviroments) which has been a known bug for years. Everyone knows how EXTREMELY CRITICAL cigarettes are to game balance. Plasmamen being able to smoke in a room with no oxygen? Spessmen smoking in the hard vacuum of space? What is this madness?!?
I must put an end to these OP tactics.
My changes make it so that if a cigarette has either one mole of oxygen in the current atmosphere or is injected with oxygen reagents, then it can be smoked.
I've also made it so "Space" cigarettes can be smoked in space by changing the default starting reagents to include oxygen. The description was also updated to hint that they can be smoked anywhere.
Also I added a has_gas proc to gasmixtures. I have seen a few places in the code where this can be used and once this gets merged, I will be doing a refactor to clean some code involving it. (bonfires, plasmamen code, etc.)
(Note from lemon, if you use this in the supermatter I will eat you)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Fixes Cigarettes being lit in no-oxygen environments
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* replaces all instances of ammo_casing/BB to loaded_projectile again without crashing this time
* a
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>