* 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>
* Fixes runtimes from firing projectiles, adds unit test for firing guns (#57345)
* Fixes runtimes from firing projectiles, adds unit test for firing guns
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* moves the definition for transfer_blood to the file for gloves (#57352)
* moves the definition for transfer_blood to the file for gloves
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* 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>
* Fix bad weakref usage in cult traps (#57359)
This was causing alert traps to not work at all
* Fix bad weakref usage in heretic traps
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Changes how organ failure is processed to make it more interesting, and ports liver to the new system. (#57246)
Co-authored-by: coiax <yellowbounder@ gmail.com>
* Changes how organ failure is processed to make it more interesting, and ports liver to the new system.
Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
* Fix inability to demote certain subordinates with the ID card app. (#57317)
The trim system handles the interaction between heads and their air quotes "subordinates" differently. Instead of checking for head_subordinates - Which is a compiled list for who is and isn't a subordinate of who based on job datums - We instead check for the ability to apply a trim's access template to a card.
This means that if you're able to assign a trim's access as a template, you're able to demote that trim too.
This fixes some edge cases like being unable to demote Security Officer (Department) cards because technically Security Officer (Engineering) and Security Officer (Science) aren't real jobs (insert joke here) - They lack job datums and never get assigned as the HoS's subordinates.
This is a much more modular and intuitive way of handling demotions.
* Fix inability to demote certain subordinates with the ID card app.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Remove sleep() from hydroponics.dm (#57344)
remove sleep() from a couple of hydroponic procs, use addtimer and callbacks instead, closes#56435
* Remove sleep() from hydroponics.dm
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* 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>
* you must also roll..... (#57340)
Minebots treads now make noise as they move!
* Nanotrasen Minebots now also use the rolling robot footstep
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.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>
* Survival capsules no longer get deleted when deployed at the edge of the map (#57215)
* Survival capsules no longer get deleted when deployed at the edge of the map
Co-authored-by: Dex <60656530+Ewwmewgewd@users.noreply.github.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>
* Small plant tweaks, addition of chemicals to under utilized plants (#57302)
* Small plant tweaks, addition of chemicals to under utilized plants.
Co-authored-by: carshalash <carshalash@gmail.com>
* Operating computers no longer link to stasis beds. (#57306)
* Operating computers no longer link to stasis beds.
Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@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>
* Fixes spellbooks (#57361)
Spellbooks have an admin_state which means only admins can use it. lmfao.
* [merge with haste, fair maintainers] fixes spellbooks
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Folders: tgui, refactor, qol (#57320)
Snazzy new UI is always great. Makes folders more fun to use and makes it consistent with the new clipboards
* Folders: tgui, refactor, qol
Co-authored-by: mozi_h <die-123-321@web.de>
* 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>
* tgui: Total Moles in SM Monitor, Own Defines File (#57270)
Ever wondered why you failed to setup the scrungularity?
Well, wonder no more! The NT CIMS tab has been made to show total moles. The pressure got kicked however, since it's practically useless. The bar also turns red if your SM is eligible for scrung.
Moved the supermatter defines into it's own files too.
* SM monitor shows total moles & SM gets it's own defines file.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* tgui: Wizard Spellbook, Loadouts, Randomizer (#56958)
Yea, also adds the ability for wizards to choose random spells or some basic loadouts for new players
Loadouts:
Classic, gets some of the oldest spell combos known to man, good starter for new players.
Mjolnir, gets mjolnir hammer and a bunch of buffs and summon item to keep it. Also good bashy fun!
Fantastical Army, gets just a ton of things that create mobs, allied and not. Maybe hard to get the ball rolling but a good setup.
Soul Tapper, you are full of long cooldown spells and you can refresh them with Soul Tap. You can switch bodies with mindswap to get more max health back, just remember your robes!
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* [TGUI] Wizard TGUI Spellbook + Basic Wizard Loadouts + Randomizer
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Working portable atmos reactions (#57211)
* Working in canister reactions
* same for pumps
* and scrubbers
* Working portable atmos reactions
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Fixes TRAIT_NOBREATH crit damage being applied after death (#57220)
* Fixes TRAIT_NOBREATH crit damage being applied after death
Co-authored-by: Hadzabadza <hadzabadza@yandex.ru>
* Fixes the randomly failing unit test that sometimes happens. (#57266)
* Fixes the randomly failing unit test that sometimes happens.
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
* Shapeshifting runtime fix (#57286)
Fixes a runtime when shapeshifting into any form due to a wrong parenthesis for ventcrawling flags
* Shapeshifting runtime fix
Co-authored-by: Ghilker <42839747+Ghilker@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 (#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 basic cybernetic eyes to the medical protolathe/exofabricator (#57245)
* Makes the basic cybereyes flash vulnerable, puts the equal to normal eyes in the cybernetic organ node, makes the normal cybereyes prone to fizzling upon being emp'd
* Adds basic cybernetic eyes to the medical protolathe/exofabricator
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* fex (#57256)
Fixed crystallizer, now working properly, the GUI was broken when i changed name of a var, now the gui works again, also the internal gasmixture wasn't initialized anymore for some reason
Zaukerite and SM shard cost a bit less now (was intended to be changed in the main PR but i forgot)
* Crystallizer Hotfix (mistakes were made)
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Makes borgs unable to self-bucket hat (#57257)
Adds a check when someone tries to put a hat on a borg to make sure a borg can't put one of its own modules on itself, preventing janiborgs from having nodrop borg module buckets on their head
Also makes thrown hats respect nodrop hats that are already worn, so that you can't easily remove a placed nodrop hat with any old hat.
Prevents janny borgs from memeing on people by giving them a cursed bucket that fuses with their hand and utterly ruins their day.
* Fixes borg module buckets dropping to the floor
Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
* Finish "Utility Port"
Ports the rest of the paired items with those in the Utility Port, including departmental jackets. Also tweaks a few of the uniforms in the Utility port (such as making chem-haz uniforms actually acid-proof)
* ABRBR NEWLINES
/Insert swearwords here/
* N E W L I NE
i swear to fuck
* fix armor value formatting
whooops