Commit Graph

9281 Commits

Author SHA1 Message Date
SkyratBot
e0a1df0157 [MIRROR] Adds festive sugar cookie designs for holiday. (#2236)
* Adds festive sugar cookie designs for holiday. (#55480)

Adds six new cookie icons which are picked at random for sugar cookies made during the Festive Season holiday event.

* Adds festive sugar cookie designs for holiday.

Co-authored-by: Josh <josh@jaw.sh>
2020-12-19 03:56:41 +01:00
SkyratBot
f50d7f31cc [MIRROR] Some griddle fixes (#2235)
* Some griddle fixes (#55548)

* GriddleFixes

* based

* make bacon burn properly

* Some griddle fixes

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-12-19 03:52:50 +01:00
SkyratBot
3b2473059d [MIRROR] Whetstone comments and code readability improvements (#2207)
* Whetstone comments and code readability improvements (#55522)

Adds comments to sharpener.dm. Replaces all 1's and 0's in boolean value assignments with TRUE and FALSE.

* Whetstone comments and code readability improvements

Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
2020-12-17 10:57:27 +01:00
SkyratBot
3bbcff7549 [MIRROR] Adaptive Paint now uses a radial menu for choosing its color variants (#2194)
* Adaptive Paint now uses a radial menu for choosing its color variants (#55307)

* Adaptive Paint now uses a radial menu

* Documentation lint fix

* Adaptive Paint now uses a radial menu for choosing its color variants

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2020-12-17 02:49:25 +01:00
SkyratBot
239817b70d [MIRROR] Fixes cleaving saw + whetstone interaction (#2190)
* Fixes cleaving saw + whetstone interaction (#55520)

You can't use whetstones on most one-handed transforming weapons (anything in /obj/item/melee/transforming/energy), but there is one type of transforming weapon that can use it, the cleaving saw. However, since transforming weapons reset their force whenever activated/deactivated, and force is how whetstones track if something has been sharpened already, you could repeatedly enable/disable the saw to allow it to be sharpened again and again, allowing you to continually boost the wound_bonus each time (and also make the name really long). While the very limited number of whetstones in the game means this isn't a practical exploit, it's still worth fixing. This also lets the saw keep its sharpened damage bonus between reactivations.

* Fixes cleaving saw + whetstone interaction

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-12-16 07:17:59 +01:00
SkyratBot
d5ad7a2ecf [MIRROR] Gives spoons TOOL_MINING, adds spoons to autolathe and prison vending machines (#2177)
* Gives spoons `TOOL_MINING`, adds spoons to autolathe and prison vending machines (#55461)

* Gives spoons `TOOL_MINING`, adds spoons to autolathe and prison vending machines

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-12-14 12:46:17 +01:00
SkyratBot
ed2487f201 [MIRROR] [READY] Kitchen Rework part 1: I just want to griddle! (#2173)
* [READY] Kitchen Rework part 1: I just want to griddle! (#55319)

This PR essentialy moves away from the extremely microwave dependent cooking we have for meat right now, and making it a bit more sensical by making you use a grill to grill meat. The grill takes a different time (with variation) for different grilled things. Once finished it will turn that food into something else.

Yes, this does mean creating burgers takes longer, but in return you can make more patties at once, and you are not required to stay at the grill while its going. This lets you cook as much as you want at once, just make sure your meat doesn't burn!

In the future, I hope to move more things like this to machines similar to this (Pasta boiling, putting eggs on the griddle, soup making, etcetera) to create for a more interesting cooking experience.

* [READY] Kitchen Rework part 1: I just want to griddle!

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-12-14 02:01:55 +01:00
SkyratBot
548ed09ed1 [MIRROR] Temperature control unit (#2154)
* Temperature control unit

* Update tgui.bundle.js

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2020-12-13 13:54:41 +00:00
SkyratBot
fb356fdcc2 [MIRROR] Fixes emergency tanks inhand sprites and adjusts double yellow emergency tanks volume. (#2168)
* Initial (#55274)

* Fixes emergency tanks inhand sprites and adjusts double yellow emergency tanks volume.

Co-authored-by: Swept <sweptwastaken@protonmail.com>
2020-12-13 13:45:25 +00:00
SkyratBot
7a185e0b4d [MIRROR] [READY] Creates Datumized AI and applies it to monkeys (#2166)
* [READY] Creates Datumized AI and applies it to monkeys (#55238)

New AI system, implemented for monkeys.

* [READY] Creates Datumized AI and applies it to monkeys

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-12-13 13:45:09 +00:00
SkyratBot
0e26de1f3e [MIRROR] You can sacrifice souls to toolboxes (#2152)
* You can sacrifice souls to toolboxes (#55306)

So, now that it's December, this PR makes it so you can use a soulstone with a shade in it on a mechanical toolbox to sacrifice the shade to give the toolbox back its SOUL (it goes back to the old sprite)

* You can sacrifice souls to toolboxes

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-12-13 00:51:38 +00:00
SkyratBot
e77922b87d [MIRROR] Fixes RPD runtime (#2148)
* Fixes RPD runtime (#55453)

Simple signal regregister runtime.

* Fixes RPD runtime

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2020-12-13 00:51:12 +00:00
SkyratBot
9dfb7a1189 [MIRROR] Everything that uses maptext now uses the class that makes it actually readable (#2116)
* Everything that uses maptext now uses the class that makes it actually readable

* Update chatmessage.dm

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-12-11 00:40:04 +00:00
SkyratBot
0c14229ef4 [MIRROR] Adds in the admin outfit. (#2123)
* Adds in the admin outfit. (#55374)

So i was told to make this if i wanted to get an outfit that actually could work on things like radiation. I also gave it a box full of stabilized extracts because those give quite good effects like more speed and regeneration.

* Adds in the admin outfit.

Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
2020-12-11 00:26:34 +00:00
SkyratBot
64cb64aae3 [MIRROR] Replace direct poi_list manipulation with element (#2117)
* Replace direct poi_list manipulation with element (#55416)

Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.

More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).

* Replace direct poi_list manipulation with element

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-11 00:26:00 +00:00
Azarak
53a538b92f Modular wiki, corporate regulations in spacelaw book (#2101)
* aaa

* Update code/game/objects/items/manuals.dm
2020-12-10 06:32:23 +01:00
SkyratBot
66c207e19c [MIRROR] Reverts (#54963) due to timer spam (#2109)
* Revert "Refactors how movetype flags are added and removed and the floating animation (#54963)" (#55432)

This reverts commit b8425c003a.

* Reverts (#54963) due to timer spam

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-12-10 05:58:05 +01:00
SkyratBot
afce3e2a94 [MIRROR] pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#2097)
* pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)

Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)

* pass_flags handling refactor + rewrites a part of projectiles for the n-th time

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2020-12-09 23:44:54 +01:00
SkyratBot
2ee5d422ae [MIRROR] Refactors how movetype flags are added and removed and the floating animation (#2096)
* Refactors how movetype flags are added and removed and the floating animation (#54963)

I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game

A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.

Tested, but i'm pretty sure improvements could be made.
Changelog

cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl

* Refactors how movetype flags are added and removed and the floating animation

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-12-09 23:43:42 +01:00
SkyratBot
f105b47a55 [MIRROR] Singularity component (#2082)
* Singularity component (#55096)

Adds singularity component

* Singularity component

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-08 11:30:39 +00:00
SkyratBot
3a0491d3b4 [MIRROR] Small do-after refactor (#2074)
* Small do-after refactor (#55172)

This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.

For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.

I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.

* Small do-after refactor

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-12-07 22:46:59 +01:00
Zenitheevee
28bc070e57 ExpansiveSmuggling (#2035) 2020-12-07 00:36:32 +00:00
SkyratBot
38c778c9bf [MIRROR] Cargo can now order empty supplypods through the express console (#2052)
* Cargo can now order empty supplypods through the express console (#54215)

* Cargo can now order empty supplypods through the express console

Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com>
2020-12-06 04:12:06 +01:00
SkyratBot
2913364658 [MIRROR] Kills oldfood, Puts newfood on top. (#2041)
* Kills oldfood, Puts newfood on top. (#55160)

Slays the last of old-food, making new-food the new normal.

Co-authored-by: MrMelbert <kmelbert4@ gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* Kills oldfood, Puts newfood on top.

* Update collars.dm

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: MrMelbert <kmelbert4@ gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-04 16:46:26 +01:00
SkyratBot
13528fca50 [MIRROR] Make RCD suicide place wall and gib user (#2039)
* Make RCD suicide place wall and gib user (#55283)

* Make RCD suicide place wall

* gibbing should return MANUAL_SUICIDE

* return SHAME if no ammo

* Only set RCD to wall if the message says so

* Make RCD suicide place wall and gib user

Co-authored-by: Urumasi <Urumasi@email.cz>
2020-12-04 11:02:22 +00:00
Azarak
593516a050 Makes lung damage from cigarettes only 50% as effective (#1997)
* Update cigs_lighters.dm

* Update cigs_lighters.dm
2020-12-02 07:56:02 +00:00
SkyratBot
7a939e8de3 [MIRROR] Ports custom food to new food datum (#2002)
* Ports custom food to new food datum (#55207)

Co-authored-by: Bobbahbrown <bobbahbrown@ gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* Ports custom food to new food datum

Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>
Co-authored-by: Bobbahbrown <bobbahbrown@ gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2020-12-02 07:52:14 +00:00
SkyratBot
6457491756 [MIRROR] Fixes detdrobe construction bug (#2005)
* Fixes detdrobe construction bug (#55264)

Lets detectives disassemble their vendor to restock it I guess.
They could rebuild it if someone else broke in and took it apart too?

* Fixes detdrobe construction bug

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
2020-12-02 07:51:14 +00:00
SkyratBot
c487c73f39 [MIRROR] Grep for space indentation (#1969)
* Grep for space indentation

* aa

* Update species.dm

* Update species.dm

* Update maps.dm

* Update examine.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-01 12:26:41 +01:00
Azarak
90d3dd4f20 [READY] Configurable spawners for event use for admins (#1786)
* aaa

* aaa

* aa

* aaa

* ascsc

* asd

* aaa

* Update event_spawner.dm

* Update event_spawner.dm

* Update event_spawner.dm

* imports and exports

* aaa

* Update event_spawner_menu.dm

* Update event_spawner.dm

* aa

* Update event_spawner_menu.dm

* Update event_spawner_menu.dm

* Update event_spawner_menu.dm

* aa

* faction boys

* Update outfit.dm

* money

* Update outfit.dm

* incredible

Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-30 19:51:17 +00:00
Azarak
6c1ec2d7a3 Update weldingtool.dm (#1955) 2020-11-30 19:50:27 +00:00
Azarak
db2b08ad43 aaa (#1972) 2020-11-30 19:41:56 +00:00
SkyratBot
5d3d16ca13 [MIRROR] New TGUI component: the round gauge + initial uses of it (#1957)
* New TGUI component: the round gauge + initial uses of it

* aaa

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-30 18:51:58 +00:00
Azarak
f0551d4c4d a (#1968) 2020-11-30 18:44:16 +00:00
SkyratBot
b09c4f0d72 [MIRROR] Sets default food size to small. (#1958)
* Sets default food size to small. (#55210)

## About The Pull Request

Fixes an oversight done during the food refactor that makes all food items normal sized instead of small.
Instead of adding weight class to a bunch of individual items [(like this PR)](https://github.com/tgstation/tgstation/pull/55174) it just makes all food default to small unless tagged to be bigger.

## Why It's Good For The Game

Being able to put 7 items on a tray instead of 4 is good, and if a food item is "too powerful", that individual item (or subtype, such as soups) can be given a larger weight class.

Fixes #54818

* Sets default food size to small.

Co-authored-by: Winter Flare <7543955+Owai-Seek@users.noreply.github.com>
2020-11-30 17:28:18 +00:00
SkyratBot
770980a1c8 [MIRROR] Small refactor for medical stack items (#1959)
* Small refactor for medical stack items (#55213)

Someone DM'd me asking a question about what the 'heal' var was for on aloe, I looked into it and realized it was an unnecessary variable that just replicated what heal_brute and heal_burn do. I then realized there was quite a lot of unnecessary copypasta in medical stack code, so I made some changes to make it neater and added some documentation in to boot

* Small refactor for medical stack items

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-30 17:28:04 +00:00
SkyratBot
993d3c945a [MIRROR] More HFR fixes (#1961)
* More HFR fixes (#55203)

- Refractor HFR core from binary device to unary device to fix issue with cooling not properly connecting, that was deleting gases when tryed to use (only one port cooling now similar to a Thermomachine)
- Small fix of GUI data where two vars were inverted

* More HFR fixes

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2020-11-30 17:27:38 +00:00
Azarak
7614382ace Nerfs borg expanded + adds borg shrinker (#1936)
* Update robot_upgrades.dm

* asdad

* Update mechfabricator_designs.dm

* Update robot_upgrades.dm
2020-11-29 21:30:26 +00:00
Azarak
b989accb77 [NON-MODULAR] The 30TC traitor update (#1744)
* a

* Update uplink_items.dm

* Update uplink_items.dm

* aaa

* Update uplink_kits.dm

* Update uplink_items.dm

* Update uplink.dm

* Update uplink_items.dm

Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-29 16:09:02 +00:00
Azarak
ecdb48d0c8 Duffelbags now slow you down less (#1914)
* Update backpack.dm

* Update backpack.dm
2020-11-28 21:12:59 +00:00
SkyratBot
f969ce5e59 [MIRROR] Fixing robot upgrades not being removed from lists all times. (#1906)
* Fixing robot upgrades sometimes not being removed from lists. (#54842)

* Fixing robot upgrades not being removed from lists all times.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-28 13:03:13 +01:00
SkyratBot
a92fdde30e [MIRROR] Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it (#1904)
* Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it (#55076)

/obj/effect/ex_act had several different re-definitions to make it a noop. The original definition would randomly delete it, which is bad news when a lot of /obj/effects are just that--effects, that shouldn't be blown up.

The ones that actually do want to be blown up (like decals) already have their own implementations. The one in place was never ran, and nobody had problems with it.

* Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-28 12:59:11 +01:00
SkyratBot
64c0ecb13f [MIRROR] Changes grenade proc names to be more clear (#1897)
* Changes grenade proc names to be more clear (#55181)

Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().

* Changes grenade proc names to be more clear

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-28 12:55:30 +01:00
SkyratBot
f4f8f79210 [MIRROR] Fixes improvised jetpacks working as infinite one tick boosters (#1893)
* Fixes improvised jetpacks working as infinite one tick boosters (#55202)

Fixes improvised jetpacks working as infinite one tick boosters
allow_thrust is used as a check when the jetpack is toggled on to see if it should be allowed to turn on. This line needs to return the parent call instead of presuming it passes.

* Fixes improvised jetpacks working as infinite one tick boosters

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-11-28 12:54:07 +01:00
SkyratBot
03583210d8 [MIRROR] Fixes Improvised Jetpack (+New custom icons) (#1869)
* Fixes Improvised Jetpack (+New custom icons) (#55177)

This fixes the improvised jetpack, which currently cannot be activated.
Fixed [#50396](https://github.com/tgstation/tgstation/issues/50396)

The code change was very minor and everything seems to work properly now.
Bonus: New custom icons for this item, better representing what it most likely would look like

* Fixes Improvised Jetpack (+New custom icons)

Co-authored-by: LordVollkorn <66637090+LordVollkorn@users.noreply.github.com>
2020-11-27 07:51:57 +00:00
SkyratBot
18bdebef43 Merge type variable fixes and unit test (#1867)
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-27 07:46:43 +00:00
SkyratBot
7c3d54d43c [MIRROR] Fixes cleric mace handles (#1870)
* Fixes cleric mace handles (#55163)

* Fixes cleric mace handles

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-27 07:45:04 +00:00
SkyratBot
3bf844af89 [MIRROR] Fixes cyborgs in general replenishing stack modules from external sources (#1846)
* Fixes cyborgs in general replenishing stack modules from external sources (#54935)

* Cyborg stack fix

- Makes cyborgs capable of recycling floor tiles again

* Touches up module code

- Makes module code slightly more OOP-compliant
- Speeds up module creation by an imperceptable amount
- Reworks how borg modules handle stacks

* Fixes cyborgs in general replenishing stack modules from external sources

* Update robot_modules.dm

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-27 07:28:50 +00:00
SkyratBot
888d5d015e [MIRROR] Fixes some food item sizes (#1863)
* Fixes some food item sizes (#55174)

* Fixes some food item sizes

Co-authored-by: NightRed <nightred@gmail.com>
2020-11-26 23:19:43 +00:00
SkyratBot
e6879819ea [MIRROR] CanUseTopic() refactor. (#1829)
* CanUseTopic() refactor. (#54747)

* CanUseTopic() refactor.

* Forgot about default_can_use_topic. Tested and working.

* Update bin.dm

* no-nonsense.

* CanUseTopic() refactor.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-25 13:56:56 +01:00