* Makes it possible to create an /obj/item/sharpener with multiple uses (#55958)
Whetstones will now become worn when at 0 uses instead of being either used or not used. All currently existing whetstones start at 1 use.
* Makes it possible to create an /obj/item/sharpener with multiple uses
Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
* Rework job food/alchohol benefits into livers (#55721)
By moving the "special behaviour" of something like security officers
eating donuts, or engineers losing radiation by drinking Screwdrivers,
into traits on the liver, this makes the "origin" of that behaviour more
clearly defined, rather than something that's attached to the mind of
the person. (For example, now if a wizard mindswaps into a Security
Officer, they too can now digest donuts good.)
Having this behaviour be partially visible to the more medically
inclined members of the station (like doctors, and the chaplain for
"entrails reading mystic" themes), means that a dismembered liver tells
a story to those who know how to read it.
Some jobs have more "benefits" than others, for example the only thing
that the liver of a Quartermaster gives them is a sense of inadequacy
when consuming royal carpet.
Clowns having livers that honk make them easier to identify, and plays
into the retconned "bike horns are clown livers lore"? Also, why not cut
out a clown's liver then honk them with it? You monster.
* Rework job food/alchohol benefits into livers
Co-authored-by: coiax <jack@billbuddy.co.uk>
* Adds forgotten kit to armament beacon (#56016)
Adds the forgotten kit to the armament beacon, holding the same stats as knight armor and stone sentinel, But with the sprites for the old clockwork armor and helmet, as they are very nice looking sprites. Moves said sprites to the suit and hat file respectively. as-well as adding forgotten helmet/armour to the game, which are said armors.
Makes it easier to do any clockcult themed gimmick as the chaplain without wearing the god awful craftable armor, uses sprites that really shoulden't die on the same hill as clockcult. a few others have also told me they'd love to see the old clockcult armor and helmet sprites used for something, as they look nice.
* Adds forgotten kit to armament beacon
Co-authored-by: Coastfront <50342376+Coastfront@users.noreply.github.com>
* Flesh to stone no longer makes you immune to bleeding, refactors bleedsuppress into a trait (#56078)
Being hit by the Flesh to Stone makes you bleed immune to prevent you from getting petrified while bleeding, and bleeding out while turned into stone. However, it doesn't make you vulnerable when you get unpetrified. This is a bug. This also makes bleedsuppress into a trait, as both is broken and should be a trait.
* Flesh to stone no longer makes you immune to bleeding, refactors bleedsuppress into a trait
Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
* Telekinesis can throw non items (vending machines, lockers) only 1 tile far (#56063)
Telekinesis users can now only throw items 10 tiles, everything else can only be thrown 1 tile
* Telekinesis can throw non items (vending machines, lockers) only 1 tile far
Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
* Sticky syndicate access (#56032)
Adds sticky access. Sticky access will be readded if removed in the identification console. Currently only used to fix#54429. Also converts some comments in card_ids.dm to DMdoc comments and adds some new ones.
* Sticky syndicate access
Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
* what did he mean by this (#56042)
Potato goofed 7 months ago so here's a fix (Fridges were defaulting to a force of true, which was... jank)
* Fridges don't open through sheer willpower anymore
Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
* improves cardboard box and supplypod code (#56043)
Doesn't let force default to TRUE just in case someone tries to open when they're not supposed to.
* removes cardboard box and supplypod shitcode
Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
* Vend-a-trays can sell anything! (#56018)
Vend-a-trays can now accept any item, not just food and drinks.
* Vend-a-trays can sell anything!
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* fixes some baton bugs (#55868)
You can now turn on stun batons that have exactly enough charge left in them to stun someone.
Thrown stun baton impacts can now apply baton_effect() to most of the creatures that melee baton strikes can apply baton_effect() to.
* fixes some baton bugs
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Applies the pluox formation code portable atmos devices and tanks (#55923)
Makes irradiating tanks and portable atmospherics devices (canisters, pumps, scrubber) induce pluoxium and tritium formation if they contain the correct gases.
Does NOT affect atmos components or pipes because I don't think Lemon would let me do that to pipecode. (He's right)
* Makes pluox formation slightly more consistent
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* NOTELEPORT errywhere (#55973)
These prevent some cheats or really low effort ways to get to where you really shouldn't be.
Mappers seriously fucking hate jaunting and phasing mechs, as they let you bypass their custom crafted ruins and the like. But it'll also stop more general "you shouldn't be here" stuff.
* NOTELEPORT checks that were atomized out of the medieval shuttle
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Yellow slime core and Cakehats not directional light now (#55987)
Yellow slime core when turn on is 360deg as at should be and not directional light and slightly brighter.
Cakehats also get there 360deg light.
* Yellow slime core and Cakehats not directional light now
Co-authored-by: kopoba <kopoba.webmaster@gmail.com>
* Toy hot potatoes no longer trigger allergies. (#55766)
Hot potatoes currently dose the holder with muscle stimulants. This is fine until someone who has an extreme allergy to muscle stims gets handed a toy potato from an arcade prize.
* Toy hot potatoes no longer trigger allergies.
Co-authored-by: sqnztb <zephyrthebreeze@gmail.com>
* Fixes AI laws being eaten by the garbage collector in certain conditions (#55984)
Extra AIs created by players will no longer lose their laws shortly after they are created.
* Fixes AI laws being eaten by the garbage collector in certain conditions
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* minor cytology related tweaks (#55910)
makes the new cytology items compatible with Biobags and Labcoats
* minor cytology related tweaks
Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
* Third Rate Duelist With A Fourth Rate Deck: The TG TCG, Part 2 (#54659)
Finally adds the ruleset to the TGC, allowing players to play the game (in a relatively provisional state).
Cards now have rules and keywords attached, as well as a proper system for displaying information in the sidebar (all the credit for this has to go to @ ArcaneMusic, who also contributed a huge amount of the ruleset for the cards).
The full ruleset and keywords can be found here: https://tgstation13.org/wiki/Tactical_Game_Cards
* Third Rate Duelist With A Fourth Rate Deck: The TG TCG, Part 2
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
* Allows you to tuck the nuclear authentication disk (and plushes) into bed. (#55940)
Adds an element, the tuckable element. Objects with this element can be tucked into bed by hitting a bed with it.
You can now make beds by hitting them with a blanket.
You can now tuck plushes into bed.
You can now tuck the disk into bed, too.
* Allows you to tuck the nuclear authentication disk (and plushes) into bed.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Maintenance Space Huts (#55925)
Each map has a space hut, it's a nice little room only accessible from an airlock + catwalks.
Each one has a different theme per map:
Metastation: Moved the nice romantic maint-dinner onto the hut, with a mass driver for dumping your bodies.
Deltastation: A space observatory that will get completely obliterated by even the lightest of meteor storms. (+Space Lizard Plush!)
Icebox: A quaint little broken down cabin. You'll have to break through barricades to get in, but the fireplace will make it quite cozy.
Kilo: A very, VERY hidden little plasma-friendly environment to hang out in without your suits on. No oxygen, so no worries about starting a fire! (+Plasmamen Plushies!)
* Maintenance Space Huts
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* fix Telekinesis teleporting some items (#55916)
* fix Telekinesis teleporting items
Fixed telekinesis from teleporting the Blackbox, bodybags and all its contents, and brains from MMIs - Nari
* fixes
fixes new bug where opening the bodybag in hand will make it vanish - Nari
made a better method for pulling items out of the recorder and MMI, if activated by hand it puts item into your hands, if activated with telekinesis, it drops it on its tile - Nari
* Update bodybag.dm
changes how it gets the location
* fix Telekinesis teleporting some items
Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
* Adds sound effects to the tape recorder (#55908)
Adds sound effects to the tape recorder.
Doesn't add the sound of the tape being inserted or removed or the playing/recording hum. Maybe another day. Would also like to add handling sounds to tapes like other objects have.
Why It's Good For The Game
Tape recorders make satisfying sounds. Makes the object feel more real.
Changelog
🆑 cacogen
soundadd: The tape recorder makes sounds when you interact with it
/🆑
* Adds sound effects to the tape recorder
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Mechanical Curtains (#55751)
good for better mapping, I have seen some mappers wish to utilize fancy curtains on their rooms windows (for example, a psychologist office) but wanted to be able to have privacy when with a patient, which curtains can be opened from either side of the window, and shutters just dont fit the theme, this way mappers can add in curtains which are button operated and cant be opened manually, basically, it functions like a shutter, only it looks and acts like curtains (can be destroyed like one, etc... it is literally a curtain subtype)
* Mechanical Curtains
Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
* small refractor of rcd create and stop creation of machines/computer/furnitures on dense turfs (#55371)
refactorof rcd_create() to use early returns
stops RCD machine stacking
* small refactor of rcd_create() and stop RCD machine stacking
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Fixes doorjacks not being able to open base airlocks/windoors, and emags being able to. (#55873)
Doorjacks were not able to open base door/windoor types, while emags were able to!
Doubt this was intended, so here's a fix!
* Fixes doorjacks not being able to open base airlocks/windoors, and emags being able to.
Co-authored-by: prodirus <44090982+prodirus@users.noreply.github.com>
* A few minor tape recorder fixes (#55881)
Tape recorder cassette can no longer be rewound with a pen if it is not unwound.
Tape recorder transcript should look like it has text written on it!
Tape recorder can now play full tapes.
* A few minor tape recorder fixes
Co-authored-by: prodirus <44090982+prodirus@users.noreply.github.com>
* Refactor on_mob_death, death implants, implant permission (#55862)
* Refactor on_mob_death and death implants
There is a proc on `/obj/item` called `on_mob_death` called on all
items in the contents of a mob on that mob's death. It is currently used
for explosive implant detonation, and the deactivation of the
Peaceborg's projectile dampener.
Instead of using this old proc, both of them now instad use the
COMSIG_LIVING_DEATH signal, already emitted when their owner dies.
The activation of an explosive implant will now occur after the rest of
the death code has run, since it activates with an async applied
function, since some other implants may still want the mob's body
intact, and you shouldn't use `sleep()` (which it does in the "slow
explosion mode") in signal handlers.
In addition, the "can_be_implanted" proc for /mob/living (and overriden
for silicons, slimes and simple animals) has been folded into the
`/obj/item/implant/proc/can_be_implanted_to` proc. Some future implants
may want to be more permissive than the current permissions, but that
isn't possible when checking both procs.
* Refactor on_mob_death, death implants, implant permission
Co-authored-by: coiax <yellowbounder@gmail.com>
* Fixes borg tiles (#55858)
- Fixes greyscale material floor tiles created from cyborg stacks
- Makes cyborg stacks contain materials
- Prevents a potential bug involving metalgen and stacks
* Fixes borg tiles
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Tweaks how some tongues have no taste (#55811)
Skeletons, abductors and ethereals have no sense of taste. Previously
they would taste something "indescribable", but instead, they will not
taste anything or get any message. This also means they will no longer
get mood buffs from eating/drinking high quality food.
Carbons without tongues also can no longer taste anything.
- The utility item "taster" has had some additional messages added.
* Remove can_taste proc
Instead of a single proc that is only used, so carbons can override it
with the missing tongue, just have carbons unable to taste anything by
default, and then have the tongue "supress" that.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Tweaks how some tongues have no taste
Co-authored-by: coiax <yellowbounder@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Scroll tweaks (#55609)
This PR makes a few changes regarding scrolls of teleportation.
Scrolls of teleportation no longer use outdated HTML based interface and will take you straight into a list of a possible destinations upon use. That interface had a very little point of existing in the first place, the only possibly useful information was number of remaining uses, which is solved by a point below.
Scrolls of teleportation now show a number of remaining uses upon examination and also give proper feedback messages upon teleportation.
Scrolls of teleportation now crumble to dust when out of uses. They are a consumable item and cannot be recharged, which made them utterly useless when out of uses, creating only clutter.
* Scroll of teleportation tweaks
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
* Fixes decals and makes the janitor relevant again (#55805)
* guys come on why
* there you go
* and again because autodoc is apparently a thing
* Fixes decals and makes the janitor relevant again
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Merge pull request #55798 from spessbro/please-assume-the-position
Integrates vibebots with the pda
* Integrates vibebots with the pda
Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>