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99 Commits
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b2e941c24a |
[MIRROR] [NO GBP]Fixes hypercharged slime core cells and circuit gun cells starting with an insignificant amount of charge. (#27553)
* [NO GBP]Fixes hypercharged slime core cells and circuit gun cells starting with an insignificant amount of charge. (#82977) Scales the hypercharged slime core and wiremod gun cell maximum charge and charge rate by the STANDARD_CELL_CHARGE and STANDARD_CELL_RATE defines. Fixes their scale. Closes #82907 ## Changelog 🆑 fix: Fixes hypercharged slime core cells and circuit guns having 1,000 times less energy than intended. /🆑 * [NO GBP]Fixes hypercharged slime core cells and circuit gun cells starting with an insignificant amount of charge. --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> |
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55d1c715e5 |
Pulls2 (#27514)
* New docking port sprites (#82729)
* Adds text to lootpanel items [no gbp] (#82722)
## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues
I clipped it at 5 because monke


## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑
* Fixes tgui alert buttons (#82714)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)
Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not
<details>
<summary>before/after</summary>
Before (normal buttons)

Before (large buttons)

After (normal buttons)

After (large buttons)

Long buttons (normal)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))

</details>
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Looks better, runs smoother, no clipping
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)
## About The Pull Request
Replaces the tools on the tables with 2 surgery trays.

## Why It's Good For The Game
Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.
## Changelog
🆑
qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.
/🆑
* Fixes smart pipe & cryo gas reallocation (#82701)
## About The Pull Request
**1. Smart Pipe Problem**
- Fill a pipe with any gas, plasma for e.g.
- Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects
This PR fixes them
## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑
* Fix Primal Instincts (#82741)
## About The Pull Request
#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something
## Changelog
🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
* Fix handcuffing (#82760)
## About The Pull Request
Changed this to an early return but then didn't invert the condition
## Changelog
🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑
* Gets rid of UNIT_TESTS compiler warning (#82695)
## About The Pull Request
Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```
You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24
This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.
I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes dropdowns better (#82697)
## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)
It now scrolls with the selection and to the selection on open, which
felt like major QoL
<details>
<summary>pics/vids</summary>
In motion

Deathmatch got some UI facelifts


Fixes #75741

</details>
## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fixes the NT SWAT helmet sprite (#82743)
* Mass Item Creation (#82455)
## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.
## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).
* Adds Retain volume flag on the ants reaction (#82718)
Fixes #82575
We'd expect feeding ants to always result in more ants I imagine.
* Borg movement now has sounds (#82704)
## About The Pull Request
adds sound effects to cyborgs when they move
Demo:
https://imgur.com/a/7Mu98pQ
Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑
* Use cell defined constants for various stuff (#82594)
## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.
## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑
* Plumbing machinery power & processing tweaks (#82702)
## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched
- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency
- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time
## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑
* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)
## About The Pull Request
Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.
## Why It's Good For The Game
Bugfix for Carp Migrations.
## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑
* Alt click no longer conflicts with mech suit [no gbp] (#82758)
## About The Pull Request
Get in the gundam shinji!!!
Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)
This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds a Wizard-themed map to the deathmatch (#81640)
## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.
Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.
The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑
* Makes viewers() defines (#82767)
* Fixes Pseudo circuit delay & some missed cell define usages (#82771)
## About The Pull Request
- Fixes #82688
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑
* Lava/Plasma River tiles now immerse you in them (#82736)
## About The Pull Request
This adds the "immerse" element to lava tiles.

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game
Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑
* Adds `ALLOW_RESTING` to a bunch of items (#82761)
## About The Pull Request
Allows you to alt-click a bunch of items while resting.
Fixes #82788
## Why It's Good For The Game
Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet
Others are just sensible changes.
## Changelog
🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑
* Fixes sight range on lootpanel [no gbp] (#82765)
## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works
(TM BUG)
Fixes #82768
* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)
All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity


Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.
The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.
By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.
Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.
Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixes dropdown displaytext not working for numeric values (#82778)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.
The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.
## Why It's Good For The Game
Fixes an oversight/bug.
## Changelog
🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑
* [NO GBP] HPLC can purify inverted chems (#82727)
## About The Pull Request
- Fixes #82725
Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.
Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type
## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑
* Lathes compute their local storage size correctly (#82770)
## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes
## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑
* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)
## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


</details>
## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑
* Fix oven tray runtime (#82782)
## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑
* Fix flaky test detection (#82790)
- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`
* Add utf8 support for state laws button (#82789)
## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English
## Why It's Good For The Game
Support for other symbols, such as cyrillic

* Update highest available sound channel (#82780)
Current channels are:
```
```
So, the highest available now is 1013
Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way
* Revert "Borg movement now has sounds" (#82795)
Reverts tgstation/tgstation#82704
The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.
* Use defines for "General Research" where it's not used (#82785)
## About The Pull Request
There is a define for it, so why not use it?
## Why It's Good For The Game
Defines good
* [READY] the unfuckening of clothing rendering (#79784)
refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item
one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/
fuck this 2003 bullshit
theres like several bugs here i fixed but i forgot them all and they are
small
* Allows vv investigate /appearance + better checking image (#82670)
* Fixes Alien Numerical Identifier Transfer System (#82762)
## About The Pull Request
Fixes #82756
I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game
Having two numbers in your name is weird, should only have one.
[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑
* [NO GBP] Fixes runtime in advanced camera console (#82699)
## About The Pull Request
We only unset machine if we have a user who has logged in
## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑
* Refactors how basic ais do their success/failures (#82643)
* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)
as the only meaningful reward
Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.
Reaching Legendary rewards you with the Golden Gloves.
I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635
But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.
- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).
- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.
- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).
- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!
So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.
(against boxers)
Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.
Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.
Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)
@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.
Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.
Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.
The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.
🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑
* Cargo ui refactor -> TS (#82745)
Refactors cargo ui, fixing some visual bugs, just making it look better
in general
Should be no gameplay effect other than it looking better
<details>
<summary>pics</summary>




Fixes #81442

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

Otherwise cargo's data is unreadable
</details>
Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑
---------
Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Makes lavaland stone tiles prevent immersion (#82807)
## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑
* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)
Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits
- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
- If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.
🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑
* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)
## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑
* Fix all types of damage to the head causing brain damage (#82763)
## About The Pull Request
5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.
## Changelog
🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑
* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)
## About The Pull Request
If we say something is a Modal it should actually be a Modal
## Why It's Good For The Game
You can now use this system in other windows if you want.
Fixed the misnomer.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)
## About The Pull Request
Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.
Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.
The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.
## Why It's Good For The Game
The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.
Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.
## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑
* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"
This reverts commit
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570) ## About The Pull Request I completely screwed up and told the original PR author of #82415 ( |
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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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59d74624b1 |
Upstream power stuff combined and shit (#27284)
* Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579) Removes all arbitrary energy and power units in the codebase. Everything is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you are going to multiply by time. This is a visible change, where all arbitrary energy units you see in the game will get proper prefixed units of energy. With power cells being converted to the joule, charging one joule of a power cell will require one joule of energy. The grid will now store energy, instead of power. When an energy usage is described as using the watt, a power to energy conversion based on the relevant subsystem's timing (usually multiplying by seconds_per_tick or applying power_to_energy()) is needed before adding or removing from the grid. Power usages that are described as the watt is really anything you would scale by time before applying the load. If it's described as a joule, no time conversion is needed. Players will still read the grid as power, having no visible change. Machines that dynamically use power with the use_power() proc will directly drain from the grid (and apc cell if there isn't enough) instead of just tallying it up on the dynamic power usages for the area. This should be more robust at conserving energy as the surplus is updated on the go, preventing charging cells from nothing. APCs no longer consume power for the dynamic power usage channels. APCs will consume power for static power usages. Because static power usages are added up without checking surplus, static power consumption will be applied before any machine processes. This will give a more truthful surplus for dynamic power consumers. APCs will display how much power it is using for charging the cell. APC cell charging applies power in its own channel, which gets added up to the total. This will prevent invisible power usage you see when looking at the power monitoring console. After testing in MetaStation, I found roundstart power consumption to be around 406kW after all APCs get fully charged. During the roundstart APC charge rush, the power consumption can get as high as over 2MW (up to 25kW per roundstart APC charging) as long as there's that much available. Because of the absurd potential power consumption of charging APCs near roundstart, I have changed how APCs decide to charge. APCs will now charge only after all other machines have processed in the machines processing subsystem. This will make sure APC charging won't disrupt machines taking from the grid, and should stop APCs getting their power drained due to others demanding too much power while charging. I have removed the delays for APC charging too, so they start charging immediately whenever there's excess power. It also stops them turning red when a small amount of cell gets drained (airlocks opening and shit during APC charge rush), as they immediately become fully charged (unless too much energy got drained somehow) before changing icon. Engineering SMES now start at 100% charge instead of 75%. I noticed cells were draining earlier than usual after these changes, so I am making them start maxed to try and combat that. These changes will fix all conservation of energy issues relating to charging powercells. Closes #73438 Closes #75789 Closes #80634 Closes #82031 Makes it much easier to interface with the power system in the codebase. It's more intuitive. Removes a bunch of conservation of energy issues, making energy and power much more meaningful. It will help the simulation remain immersive as players won't encounter energy duplication so easily. Arbitrary energy units getting replaced with the joule will also tell people more meaningful information when reading it. APC charging will feel more snappy. 🆑 fix: Fixes conservation of energy issues relating to charging powercells. qol: APCs will display how much power they are using to charge their cell. This is accounted for in the power monitoring console. qol: All arbitrary power cell energy units you see are replaced with prefixed joules. balance: As a consequence of the conservation of energy issues getting fixed, the power consumption for charging cells is now very significant. balance: APCs only use surplus power from the grid after every machine processes when charging, preventing APCs from causing others to discharge while charging. balance: Engineering SMES start at max charge to combat the increased energy loss due to conservation of energy fixes. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Corrects Suit Storage Unit charge rate (#82192) ## About The Pull Request Adjusts SSU charge rate according to the new conversion ratio. Betcha didn't know SSUs recharge suit and MOD cells? This number is actually supposed to be equal to the rate a recharger station does it. I don't know if we have some macro for it. ## Changelog 🆑 Melbert fix: Fixed Suit Storage Unit cell charging rate /🆑 * Corrects EVA thermal regulator cell cost (#82195) ## About The Pull Request Another unit not converted to watts / joules ## Changelog 🆑 Melbert fix: Fixed space suit thermal regulators cell usage. /🆑 * Fixing cell power usage (Part 1) (#82197) ## About The Pull Request Yeah i am not about to create 30 different PR's to address 1 issue at a time. The changes are small enough to be grouped together in bulk. This fixes the following issues specified in #82196 - Borg & exosuit RCD (Fixes #82193) - Motorized wheelchair - Canister shielding - Electrolyser - Potato cell - Space heater - Microwave ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 1). See PR 82197 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 2) (#82198) ## About The Pull Request Continuation of #82197. Fixes these issues in #82196 - Cyborg self repair - Cyborg lollipop dispenser - Mauna mug - Plasma cutter (Initial charge not the number of laser shots so partial fix) ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 2). See PR 82198 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 3) (#82204) ## About The Pull Request Continuation of #82198 Fixes these issues in #82196 - Borg hypo spray - Borg projectile dampen - Borg chameleon - Firelance - MODlink scryer - Emergency light usage ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 3). See PR 82204 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * [NO GBP]Fixes static power usage not always drawing the remaining energy of an APC cell. (#82205) ## About The Pull Request Makes APC static power draw consume the remaining energy of the cell if there's not enough energy. ## Why It's Good For The Game Prevents a niche issue where an area composed entirely of static power users with no dynamic users from running forever with no power supply. ## Changelog 🆑 fix: Fixes static power usage from being able to not draw power. /🆑 * Fixes recharge stations charge rates (#82191) ## About The Pull Request - Fixes #82190 Have to now use the assigned constants and not magic number `10000`. Also stuff will take the exact charge needed without any wastage. ## Changelog 🆑 fix: recharge stations draw the same amount of power as before but directly from grid(without using apc cell power) and won't waste any excess power /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes space heater power usage (#82208) ## About The Pull Request Related to https://github.com/tgstation/tgstation/issues/82196 fixes the space heater power cell usage relating to power per tile heated. Space heater calculates the amount of power required to heat a tile, but only uses power at the end of the processing loop. Fixes so the power consumption matches the calculated usage per tile. Reverts changes to space heater power efficiency in https://github.com/tgstation/tgstation/pull/82197 that causes the heater to instantly drain the cell. Fixes https://github.com/tgstation/tgstation/issues/82228 ## Changelog 🆑 LT3 fix: Fixes Schrödinger's space heater, where a space heater both consumes a power cell instantly while also not consuming power when heating adjacent tiles /🆑 * General maintenance for reagent grinder (#82161) ## About The Pull Request **1. Qol** - Adds examines & screentips for screwdriver, crowbar & wrench acts. - Adds examines & screentips for inserting, replacing & removing beaker, Also for inserting items from bags or directly - Adds an off icon overlay for when the reagent grinder is either screwed open or loses power, **2. Code Improvements** - Replaced `attackby()` with `item_interaction()` so we can end the attack chain early for non combat operations like inserting beakers/ ingredients for grinding etc. - Removed custom shake animations & replaced it with the global `Shake()` proc cause it did the same thing - Removed constructed version of reagent grinder. We instead just check `mapload` to see if we need the beaker to be created or not for round start reagent grinders - Grinding & Juicing use the same `operate_for()` rather than having seperate procs for each operation - Removed trait `TRAIT_MAY_CONTAIN_BLENDED_DUST`. Why do we have this? Its just used to change the grinder description to warn it may contain dust. It's a waste. **3. Fixes** - You cannot insert hologram items into the grinder. Rather than destroying that item & making it vanish you simply won't be allowed to put it inside the grinder so you can save that item - You can hit the grinder with items like screwdriver, wrench, crowbar, beaker & even with stuff you would normally put in the grinder when in combat mode - Adds `can_interact()` checks for using the UI & other stuff - Fixes #46356. All items of type `obj/item/grown` can be put from any bag into the grinder - The item "and its contents" are now grinded/juiced recursively to get all the reagents it has to offer just like a real grinder would - An AI/Human with AI access examining the reagent grinder now actually works. **4. Refactors** - The grinder now measures its available capacity based on the "total weight" of all items present & not its number. This is more realistic because the grinder has limited space inside & so inserting huge items should have greater impact rather than deciding on an arbitrary number like 10(The grinder having the capacity for 10 items of any size inside its small compartment makes no sense). Examines are displayed to show how much capacity of the grinder has been filled. Upgrading the grinder with better matter bins will allow for higher storage capacities. - Total power consumed is measured based on the duration & weight of all items grinded cause you know its realistic. 🆑 qol: adds examines & screentips for tool acts & other operations for reagent grinder qol: adds an off icon for when the grinder panel is open/not powered code: auto docs vars & procs. Shared common proc for grinding or juicing code: removed trait for blended dust, changed some item interactions to end the attack chain early & save time fix: no inserting hologram items into the reagent grinder fix: you can hit the reagent grinder tools like screwdriver, wrench, crowbar & even beakers/ingredients etc when in combat mode fix; adds sanity checks for when & how mobs interact with the reagent grinder fix: examining a reagent grinder by an AI/Human with AI access now actually works. fix: you can insert Nova flowers & other food items from any bag type fix: reagent grinder now grinds all the contents of an item recursively to produce maximum reagents like a real grinder would refactor: reagent grinder now measures available capacity to store items as total weight of stored items & not number. Capacity can be increased with upgraded matter bin refactor: reagent grinder power usage is now a function of duration & total weight of items blended, meaining blending more number of items/larger items will consume more power refactor: reagent grinder code has been optimized overall. Report bugs on github /🆑 --------- Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> * Suit Storage Units / Inducers can charge MODsuits without necessitating them be screwdrivered opened (#82194) ## About The Pull Request So MODsuits do this thing here with `get_cell` in that they don't return anything when they're closed  And I... can't tell why they do this. I looked through every use of `get_cell` and the only things affected by this are A. Suit Storage Units, which I believe have always been intended to charge MODsuits? and B. Inducers So I removed the `open` check. Allowing both Inducers and Suit Storage Units to charge mods without needing you screwdriver their panel open first. I also took the opportunity to allow SSUs to charge multiple items at once (divvying charge accross all items) ## Why It's Good For The Game I asked Fikou and they said it was "probably not" intended that you need to screwdriver them open so yeah. I think I remember charging my MODs during the original test merges years back but I can't remember if I opened the suit first when I did or not. Either way, it's not super intuitive. Though it's already not very intuitive that SSUs charge things. ## Changelog 🆑 Melbert qol: Suit Storage Units charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Inducers can charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Suit Storage Units will charge all items within simultaneously (if possible) /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes modular computer boot-up (#82254) ## About The Pull Request Fixes a bug where modular computers (specifically PDAs) will fail to start up if there is zero required application power draw. PDA will now consume base active power usage during startup. Related https://github.com/tgstation/tgstation/issues/82196 Fixes https://github.com/tgstation/tgstation/issues/82245 Fixes https://github.com/tgstation/tgstation/issues/82229 ## Changelog 🆑 LT3 fix: Fixed modular computers failing to boot up using cell power (eg: contractor tablet) /🆑 * Fixing cell power usage (Part 4) (#82227) ## About The Pull Request Continuation of #82204 Fixes these issues in #82196 - Cyborg Electroadaptive Pseudocircuit - Defib EMP - Cell EMP - `/datum/action/cooldown/mob_cooldown/charge_apc` stuff - Mecha movement, melee, light ,weapon & tool energy drains - Ninja drain ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 4). See PR 82227 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 5) (#82296) ## About The Pull Request Continuation of #82227 Fixes these issues in https://github.com/tgstation/tgstation/issues/82196 and others that weren't noticed. - Batton emp protection - Cyborg stun arm - Cyborg energy sword - Cyborg hug attack - Mechanical god religious sect charge check - Mecha fixes - Phasing energy drain - Short circuit energy drain - Durand shield damage energy drain - Plasma engine recharge rate - Mechbay recharge power rate - Recharge station charge rate Stuff that was already working & didn't require fixing. - Plasma cutter energy shots - Botany cell charging ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Ties power limit of anchored circuits to 20 * standard cell charge to make it consistent with power changes. (#82287) ## About The Pull Request It just makes the power requirement 20 * standard cell charge instead of 20000 ## Why It's Good For The Game This is too restrictive to make anything with. https://github.com/tgstation/tgstation/assets/62126254/e39dcf27-8793-42b0-84a0-7f747e95efcc ## Changelog 🆑 fix: anchored circuits no longer blow up after 2 components are used. /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Space heater power and heating tweaks (#82344) ## About The Pull Request - Fixes #82342 - Space heater computes total power for heating adjacent turfs and uses cell energy once rather multiple times per turf - Improvised space heater actually works & uses beaker heat capacity and not a constant of 200 for heating beaker contents ## Changelog 🆑 SyncIt21,Pickle-Coding fix: space heater(including improvised) turns off when cell is drained fix: optimized power usage for both improvised and main space heater. Improvised heater now works & uses beaker heat capacity /🆑 * Improved lathe error message (#82260) ## About The Pull Request Improves the auto/protolathe low charge error message. Instead of simply saying low power, it will tell you how long until it has enough charge to print.  ## Why It's Good For The Game Less mashing the lathe over and over with no idea how much APC charge it needs to start printing again ## Changelog 🆑 LT3 code: APCs can now calculate time-to-charge qol: Overloaded lathes will now tell you the wait time until they're ready to print again /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes issues with multitools on power objects (#82389) ## About The Pull Request So at some point the power object's `multitool_act(...)` proc was set to _always_ block, for what I could find to be no discernable reason. ### The Main Thing |
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b1df8c9cc2 |
[MIRROR] Let's you talk through action figures, plushies, and toy mechs with .l and .r. Also a big clean up of say because its support for non-mobs was lackluster. (#26790)
* Let's you talk through action figures, plushies, and toy mechs with `.l` and `.r`. Also a big clean up of `say` because its support for non-mobs was lackluster. * Update code/game/objects/items/plushes.dm * a --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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251266d183 |
[MIRROR] Fixes missing args in a few procs registered to COMSIG_LIVING_ELECTROCUTE_ACT (#26755)
* Fixes missing args in a few procs registered to COMSIG_LIVING_ELECTROCUTE_ACT (#81807) ## About The Pull Request That's it really.  It's supposed to have a `shock_source` arg, but 2/3 of the procs that are registered to this signal don't include that in their args list. ## Why It's Good For The Game Out of order positional args = bad. ## Changelog Nothing player facing (probably) * Fixes missing args in a few procs registered to COMSIG_LIVING_ELECTROCUTE_ACT --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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806f038524 |
[MIRROR] Refactors how machines are deconstructed (#26466)
* Refactors how machines are deconstructed (#81291) ## About The Pull Request This refactors how machines are deconstructed in the following ways - You can no longer override `obj/machinery/deconstruct()`. If you want customized behaviour then override `on_deconstruction()` instead. This comes with the added benifit of no longer needing to check for the `NO_DECONSTRUCTION` flag because the machine base proc does that for us & if it finds that flag it won't proceed to call `on_deconstruction()` meaning no machine will have a chance to spawn anything which is the current behaviour. This is required to make #81290 work for all machines at least so that machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes overriding & forgetting to call the parent proc - `dump_contents()` only gets called when the machine is deconstructed not destroyed thus not leaving behind any of its contents inside. Fixes https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583 ## Changelog 🆑 fix: machines that should not drop contents when deleted no longer do. refactor: refactors how machines are deconstructed. report bugs on github. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * Refactors how machines are deconstructed * is this it? --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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4f53ec2660 |
[MIRROR] Fixes complex lights not handling moving well, renames lighting defines (#26484)
* Fixes complex lights not handling moving well, renames lighting defines (#81423) ## About The Pull Request [Fixes static lights not moving]( |
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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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899063da95 |
[MIRROR] Circuit action button refactor [MDB IGNORE] (#25798)
* Circuit action button refactor (#80379) ## About The Pull Request This PR makes several changes to how circuit action buttons work: - The MOD action and BCI action components have been merged into a single component. - MOD circuit actions can be pinned from the configuration menu. This works the same way as pinning individual modules, and can be done both by the wearer and a suit AI. - Action components have an output pin for the user of the action. This allows MOD module circuits to distinguish between the wearer and an AI. - Creates a supertype for `/datum/action/item_action/mod/pinned_module` named `/datum/action/item_action/mod/pinnable`, which implements common functionality for pinned modules and pinned circuit module actions. ## Why It's Good For The Game The prior functionality of circuit MOD actions was somewhat unintuitive, requiring the user to select an action from a radial menu *after* activating the module, whether from a pinned action or from the module radial. Providing similar pinning functionality to modules themselves makes MOD actions more readily usable. Merging the two different types of circuit components into one was made with the idea that adding new types of shells with equipment actions would inflate the number of subtypes of `/obj/item/circuit_component/equipment_action` without adding much meaningful functionality. ## Changelog 🆑 qol: MOD wearers and internal AIs can pin the individual actions in a MOD circuit module in a similar way to how they can pin modules. Circuit module actions can be pinned from the configuration menu of the circuit refactor: The MOD action and BCI action components have been merged into one component - the Equipment Action component. /🆑 * Circuit action button refactor --------- Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net> |
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2b5cfd484f |
[MIRROR] Adds a user type to integrated circuits, refactors the list pick component. [MDB IGNORE] (#24827)
* Adds a user type to integrated circuits, refactors the list pick component. (#79412) ## About The Pull Request Added a user type to integrated circuits that can't be stored as a user type but can be typecasted to entity. Useful for components that directly ask for an input from the user, like the list pick component. Refactored the list pick component to use this user port and to also send failure signals whenever a success signal is not sent. Removed the triggered port for the list pick component. Also fixes a runtime that occurs with the list pick component if the list passed in only contains null values. ## Why It's Good For The Game Can't force a prompt onto people who haven't interacted with your circuit. ## Changelog 🆑 add: Added a user type to integrated circuits /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Adds a user type to integrated circuits, refactors the list pick component. --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.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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23cda1571f |
[MIRROR] No roundstart playable MULEs / Trampling requires hacking [MDB IGNORE] (#22585)
* No roundstart playable MULEs / Trampling requires hacking (#76837) ## About The Pull Request Prevailing feedback has been: - The player base cannot be trusted to control MULEbots. - It should be clearer what bots can and can't do. The former is easy to fix. The latter is sort of a matter for policy but I'm going to investigate giving bots a rudimentary laws system. Plus that sounds much more controversial than this so I am going to atomise this outside of that PR. MULEbots can still be set to allow sentience by cargo technicians, but don't start that way. ADDITIONALLY this PR just changes it so that MULEbots do not crush people unless: - They have been emagged. - Their safety wire has been cut. Either means works, so it's not too hard to access for nefarious purposes, but hard to do to yourself. Otherwise they just slow down for a few seconds instead. Also fixed an unrelated name bug while I was there. Closes #76926 ## Why It's Good For The Game Players would take them, not deliver any cargo, and repeatedly ask people to lie down in front of them. Plus Tram has 5 of the things which is frankly too many to be wandering around the bar. ## Changelog 🆑 balance: You can't possess a MULE as soon as the round starts, someone will have to give you permission. balance: MULEbots no longer crush prone characters unless they have been hacked (or emagged). fix: Bots can put numbers in their names, what with being robots. admin: Adds attack logging when certain wires are cut (for instance: MULEbot safeties) /🆑 * No roundstart playable MULEs / Trampling requires hacking * add missing arg --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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07fa5992a4 |
[MIRROR] Adds p_They (and friends) for capitalized pronoun helpers [MDB IGNORE] (#22555)
* Adds p_They (and friends) for capitalized pronoun helpers * Fixes modular pronouns * Merge conflict * Update spank_related.dm --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Bloop <vinylspiders@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.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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56e3a5e0db |
[MIRROR] MOD Complexity rebalance [MDB IGNORE] (#22226)
* MOD Complexity rebalance (#76077) ## About The Pull Request Reduced the cost of a lot of MODules. Pathfinder 2 -> 1 Tether 3 -> 1 Temperature Regulator 2 -> 1 DNA lock 2 -> 1 Health analyzer 2 -> 1 Sonar 2 -> 1 Microwave beam 2 -> 1 Drill 2 -> 1 All visors (including NV and thermals) 2 -> 1 Circuit Adapter 2 -> 1 The Mining MODsuit has had its complexity increased to 15 and now starts with the eating apparatus module, with a total base complexity of 10/15 now. The Prototype MODsuit's active slowdown has been decreased from 1.5 (!) to 1. ## Why It's Good For The Game > Reduced the cost of a lot of MODules. There's lots of cute little MODules here, and they are all despite their 'small' cost far too expensive for them to ever be used. The small little cost adds up, when you consider that two 2-complexity modules cost FOUR, which is more than most good modules (that are 3), especially when storage modules take up 3 complexity already. Think about it like genetics, imagine if geladikinesis cost 40 instability. It'd be pointless and just make it not used. > Pathfinder 2 -> 1 Pathfinder is a little buggy, a bit janky, and still just a commodity, so this might let captains keep it for themselves more often when they're kitting out their MOD. > Tether 3 -> 1 Tether costing 3 complexity is ABSURD. That's as much as the actual ion jetpacks, and that's for something which you can replace completely with a fire extinguisher, not even including the tiny 4 tiles tethering range. > Temperature Regulator 2 -> 1 This is vital for spacewalking, I really don't know why it's this expensive. Hell it should be the norm, but whatevs. > DNA lock 2 -> 1 Nobody's ever going to use this if it can just be EMPed and broken... especially when it costs 2 complexity, which is the same cost as defibs, surgical processor, holster, criminal capture.. > Health analyzer 2 -> 1 This is just a health analyzer. A small item that you're paying for the privilege of being able to have it in your janksuit. It really shouldn't cost 2 complexity, nobody ever takes this. > Sonar 2 -> 1 I don't think there's much of a reason for sonar to be 2 complexity. You might think it's nuts, but sonar really isn't that useful as it's a windup with a screen-only range. Making it 1 might let it be seen ingame at some point. > Microwave beam 2 -> 1 Despite the cool name this just fries food. I don't think that should be expensive! > Drill 2 -> 1 The drill module is mostly redundant when by the time you get it, chances are you have a plasma cutter already which is usually better, if not as space-efficient. There's also the dumb issue with drilling into gibtonite which instantly blows it up. > All visors (including NV and thermals) 2 -> 1 Similarly to the health analyzer, chances are if you HAVE the module you don't actually *need* it as you're already.. that job. Additionally, and this is also part of the reason for the NV, thermal, and even the health analyzer modules, is that traitors/nukies now have to balance MOD economy alongside TC count, and I can't tell you just how frustrating it is to buy something and be told I don't have enough complexity to put it into the MODsuit. I already spent the damn TC! > Circuit Adapter 2 -> 1 This thing seems pretty useless. All it can really do is open and close your modsuit, which like, wow okay. No need for it to be expensive. > The Mining MODsuit has had its complexity increased to 15 and now starts with the eating apparatus module, with a total base complexity of 10/13 now. The complexity increase is because for some reason the MODsuit is already filled to the brim by default, which means that actually interacting with robotics in any way is thoroughly disincentivized as you'd need to take so many modules out to do so that it makes the purchase and interaction pointless. Now you CAN go and ask robotics for anything you need, though there isn't much a miner would want and value enough to trek across the station, for now. Also, it starts with the eating apparatus because it really looked like it should! The flavor text even talks about miners, it's strange for that to be there if miners won't use it. It'll also encourage it to actually be bought more by allowing you to eat through it. > The Prototype MODsuit's active slowdown has been decreased from 1.5 (!) to 1. 1.5 is a lot, A LOT, of slowdown. For such an incredibly rare mod, it completely kills the damn thing, even for the charlie station crew! You can't fight xenos with 1.5 slowdown! Having Kinesis isn't enough of a reason to cripple it so thoroughly and pointlessly. It's 0.4 now, which is a nice middleground between 'fast' suits like the medical and security ones, and the 'slow' ones like civilian, engineering, science. ## Changelog 🆑 balance: Reduced the complexity cost of a lot of MODules. balance: Pathfinder 2 -> 1 balance: Tether 3 -> 2 balance: Temperature Regulator 2 -> 1 balance: DNA lock 2 -> 1 balance: Health analyzer 2 -> 1 balance: Sonar 2 -> 1 balance: Microwave beam 2 -> 1 balance: Drill 2 -> 1 balance: All visors (including NV and thermals) 2 -> 1 balance: Circuit Adapter 2 -> 1 balance: The Mining MODsuit has had its complexity increased to 13 and now starts with the eating apparatus module, with a total base complexity of 10/13 now. balance: The Prototype MODsuit's active slowdown has been decreased from 1.5 (!) to 1. spellcheck: Fixed a type on the energy net module. /🆑 * MOD Complexity rebalance --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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db35fc9a89 |
[MIRROR] Fixes some stupid airlock sleeps [MDB IGNORE] (#21931)
* Fixes some stupid airlock sleeps * Fixes the conflicts before checking the merge conflicts * Converts another wires = to set_wires() and removes another issue --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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6dfe17306c |
[MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals * update modular --------- 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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5e9d2379bf |
[MIRROR] Stock Part Resprite [MDB IGNORE] (#21014)
* Stock Part Resprite * wew * alright --------- Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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fe47d6ba35 |
[MIRROR] Refactors sheet crafting to better support directional construction [MDB IGNORE] (#20594)
* Refactors sheet crafting to better support directional construction (#74572)
## About The Pull Request
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9a594755f3 |
[MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name * updates to our code --------- Co-authored-by: oranges <email@oranges.net.nz> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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3464b6bfb2 |
[MIRROR] Refactors Regenerate Organs, and a few organ helpers [MDB IGNORE] (#20094)
* Refactors Regenerate Organs, and a few organ helpers * MERGE CONFLICTS * GETORGANSLOT > GET_ORGAN_SLOT * GETORGAN > get_organ_by_type * lint repairs * more lint * Update tgstation.dme * Update surgery_step.dm --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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63feb20ef0 |
[MIRROR] Organ Unit Tests & Bugfixes [MDB IGNORE] (#19968)
* Organ Unit Tests & Bugfixes * e Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com> * e Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com> --------- Co-authored-by: Dani Glore <fantasticdragons@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
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6d08ad8984 |
[MIRROR] Machines can now be pried open multiple times and maintain their initial densities [MDB IGNORE] (#20044)
* Machines can now be pried open multiple times and maintain their initial densities (#74163) ## About The Pull Request These changes fix how machines are pried open with crowbars. Currently, most machines can be pried open, but many of them have no method for being closed again. This means they can be pried once, and then never again (as their internal logic has them stuck in an "open" state). Additionally, the densities of these machines is also inconsistent, as density is tied to the procs for opening/closing machines (open = non-dense, closed = dense). Thus, these new changes allow desired densities to be passed to `open_machine()` and `close_machine()`, as well as `default_pry_open()`, meaning that atypical machine densities can be maintained (e.g. machines that should remain dense when open, or non-dense when closed). I've also added a `close_after_pry` boolean parameter to the `default_pry_open()` proc, which determines whether to immediately close a machine after opening it. This is useful for machines that don't really have a use case for remaining open, often lacking a sprite to represent this state as well. * Note: Opening and immediately closing machines with this boolean will still drop their contents onto the floor, but will now immediately "close" in their logic, allowing for further prying attempts in the future. It's worth noting that this implements default density values for these procs, which match the existing behavior for machines, so as to (hopefully) not disrupt existing or expected machine behavior. Two caveats to these changes currently exist: 1. On machines that immediately close after prying, the prying action can now be spammed to the chat with repeated clicking. I'm uncertain if this needs some sort of spam protection or if it's fine as is. 2. I've only been able to manually test this code. I'd love to write unit tests for it, as it affects a lot of different machines, but don't know where to begin with DM Unit Testing (or which files would be good examples to reference in the code base). * Note: I did manually test each and every machine that calls `default_pry_open()` and they all seem to be working correctly. (Except for `obj/machinery/plumbing/sender`, but that doesn't seem to need prying, as it has no contents to drop, only reagents.) As always, let me know if any improvements/changes should be made. This closes #26833. ## Why It's Good For The Game These changes allow crowbar prying to correctly occur multiple times on any machine, which is intended behavior. It prevents player confusion that could occur when a machine couldn't be pried open a second time during a shift, even though it had previously been pried before, forcing players to question themselves. (Are they missing something? Did they perform the action a different way last time? Is the machine actually still powered on instead of off? Etc.) These changes also maintain the correct density for machines after prying, preventing scenarios where a machine might behave differently once it had been pried open. (An example of this was being able to walk through a smartfridge after prying it open.) Additionally, players are no longer required to know/use workarounds (such as machine disassembly) to retrieve a powered-off machine's contents. Overall, these changes improve consistency around machines, creating more scenarios where they behave as players would expect. ## Changelog 🆑 fix: machines can now be pried open more than once. fix: machines now have the correct density when pried open. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Machines can now be pried open multiple times and maintain their initial densities * wew --------- Co-authored-by: Antonio Tosti <5588048+atosti@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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0d983be692 |
[MANUAL MIRROR] Fix: DNA Infuser & Unit Tests, Organs Bugfixes (#19211)
* Fix: DNA Infuser & Unit Tests, Organs Bugfixes (#73003) >_"I don't remember buying tickets to Mutants on Ice."_ >-Duke Nukem This PR is (hopefully the final) part of a series of my continuing refactors of the DNA Infuser. This PR represents a "quality pass" which should also iron-out the rest of the most impactful bugs. Granular list of changes: - This PR adds unit tests for the DNA Infuser organs and `/datum/status_effect/organ_set_bonus` as recommended by @AnturK - I noticed that the base `/datum/infuser_entry` was being used in the machine for the Fly and "rejected" infusions, whereas usually we would expect it to be a base type used only as a development template. I corrected this issue and created `/datum/infuser_entry/fly` to be used for that use-case instead. - Added `/mob/proc/can_mutate()` and `/mob/living/carbon/can_mutate()` to replace a few copied lines across several files. The proc is normally used in the context of mutating a Human via their DNA. - I fixed a ton of typos in organ-related code, specifically where "receiver" was typo'd as "reciever". There are far more of those typos, but I limited the scope of my changes to organs. - I noticed a bug in `/datum/species/proc/regenerate_organs` wherein a race condition caused an organ to remove itself before it's done inserting itself. This happens because the Fly organ set bonus runs `regenerate_organs` which calls `Remove` on the organ while `Insert` is still in the call-stack. I added `INVOKE_ASYNC` as a workaround, and also changed the order the signals are emitted to prevent future bugs. This bug primarily only impacted the flyperson species transformation, which was part of the DNA Infuser's flyperson infusion organ set bonus. - In my last refactor PR #72745 I also introduced a bug in `/obj/machinery/dna_infuser/proc/infuse_organ` wherein I forgot to add the usage of `new` when attempting to implant new organs, and this PR fixes the erroneous code. - Fxed a bug which causes the organ set bonus to activate when mixing organs from different sources, which is caused by a developer oversight wherein all `/datum/status_effect/organ_set_bonus` had identical IDs. - Added a cleaner `replacetext`-based way of handling pronouns in `/datum/element/noticable_organ/proc/on_receiver_examine`, using custom macros `%PRONOUN_S` and `%PRONOUN_ES` as advised by @MrMelbert - This PR also fixes #72767 With the changes in this PR the machine will finally work as we expect it to. By adding unit tests we will also be able to ensure that it works as expected from now on. I feel confident saying that the completeness, algorithmic correctness, and code health of the DNA Infuser is much better than it was before. 🆑 A.C.M.O. fix: Fully fixed the DNA Infuser, which will now infuse organs as expected. fix: Fixed flyperson species transformation and organ set bonus, which was throwing a runtime. fix: Fixed many typos in organ-related source code. /🆑 --------- Co-authored-by: Time-Green <timkoster1@hotmail.com> * *shrug * Uncommented the line Gandalf wanted uncommented * Properly fixes CI on this one, hopefully. --------- Co-authored-by: Dani Glore <fantasticdragons@gmail.com> Co-authored-by: Time-Green <timkoster1@hotmail.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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4912b160a8 |
[MIRROR] Removes bad nodamage var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage [MDB IGNORE] (#19768)
* Removes bad `nodamage` var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage * wew * Update drinks.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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1135ac5e2c |
Mirror #72280 (#18648)
Add lints for idiomatic balloon alert usage (#72280) Adds lints for `balloon_alert(span_xxx(...))` (which is always wrong), and balloon alert where the first letter is a capital (which is usually wrong). Fixes everything that failed them. As a reminder, abbreviations like "AI" and "GPS" shouldn't be capitalized in a balloon alert. In cases where this is intentional for flavor (there was one case), you can `UNLINT` like so: Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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ae713bf18a |
[MIRROR] Crafting/Cooking menu update [MDB IGNORE] (#18334)
* Crafting/Cooking menu update * Yeeted away all of the merge conflicts, time to fix the code * Okay, now it compiles, and after testing, it seems to work just fine * Actually, early addition of an upstream fix, so those that don't have hunger can still open the cooking menu * Fixes the units tests by removing the extra comma in the Stuffed Muli Pod recipe Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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650d64f6d4 |
[MIRROR] afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item [MDB IGNORE] (#18519)
* afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item * Update _neck.dm Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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15faaa54f5 |
[MIRROR] Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. [MDB IGNORE] (#17907)
* Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. * conflicts * Modular! * update modular * icon icon icon icon icon Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Funce <funce.973@gmail.com> |
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a70a6a8055 |
[MIRROR] Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED [MDB IGNORE] (#17670)
* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED * modular RegisterSignals Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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c4afb8a473 |
[MIRROR] Fixes an exploit with stacking igniters. Refactors some assembly flag oddities. Limits assembly holders at 12 assemblies. [MDB IGNORE] (#17689)
* Fixes an exploit with stacking igniters. Refactors some assembly flag oddities. Limits assembly holders at 12 assemblies. (#71264) ## About The Pull Request Soft revert of #71224 , Fixes #71222 Fixes an exploit involving attachment of multiple igniters to one assembly. - Multiple igniters or condensers can no longer be attached to the same assembly holder - Assembly holders have a limit of 12 assemblies maximum - I'm not sure if this is too low or limited, I picked it arbitrarily. Please inform me if it could be upped a smidge. - This lag exploit was born because of limitless assembly holders, which is a little silly even with the exploit aside. All that uncapped holders can bring are exploits or bugs, which I feel confident limited can prevent. What use is there even for having so many? - Cleans up / refactors some aspects of assemblies and assembly holders. - Assemblies had a weird wire type flag that was only ever used by signallers, but also used wrong by signallers. I did some scanning of the code and realized that ... a lot of this was just straight up unused, and not even assigned anywhere. - Now, there is a flag assembly flag var, which everything is read off of. Tested it and still seemed to all work fine. ## Why It's Good For The Game Lag exploits are bad. ## Changelog 🆑 Melbert fix: Fixed an exploit involving igniters attached to themselves. Assembly holders are now limited to 12 assemblies maximum, and you cannot attach multiple igniters to the same assembly. refactor: Refactored some assembly jank, namely in how they pulse and are pulsed. /🆑 * Fixes an exploit with stacking igniters. Refactors some assembly flag oddities. Limits assembly holders at 12 assemblies. Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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24ae11ad6f |
[MIRROR] Adds a reagent injector component and BCI manipulators to all circuit labs [MDB IGNORE] (#17617)
* Adds a reagent injector component and BCI manipulators to all circuit labs (#71236) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This PR adds a reagent injector component that's exclusive to BCIs. (Requested to be integrated into BCIs by Mothblocks.) When outside of a circuit, the component itself stores the reagents. However, if it's inside of a BCI, the storage is moved to the BCI. The storage can contain up to 15u of reagents and acts like an open container. (However, it won't spill even if you throw it, it just acts like an open container code-wise, don't worry about it.) You can only have one reagent injector in a circuit. Trying to insert multiple will give you an error message. The entire dose is administered at once. (Requirement set by Mothblocks.) Please don't try to dispute any of the specific limitations in the comments as they're out of my control. They're reasonable anyways. Reagent Injector Input/Output: Inject (Input Signal) - Administers all reagents currently stored inside of the BCI into the user. Injected (Output Signal) - Triggered when reagents are injected. Not triggered if the reagent storage is empty. New BCI Input: Show Charge Meter (Number) - Toggles showing the charge meter action. (Adds some capacity for stealth.) Install Detector Outputs: (Added following a comment about having to use weird workarounds for proper loops.) Current State (Number) - Outputs 1 if the BCI is implanted and 0 if it's not. Installed (Signal) - Triggered when the BCI is implanted into it's user. Removed (Signal) - Triggered when the BCI is removed from it's user. This PR also adds BCI manipulation chambers to all currently present circuit labs. (Solution proposed by Mothblocks.) Yes I had to do some other mapping changes to allow for this. No I don't have any mapping experience, why do you ask? <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game One small step for BCIs, one giant leap for circuit kind. (First "proper" circuit to human interaction in the entire game!) This allows for some funky stuff and also makes it less of a pain in the ass to use BCIs. What's not to love? <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added a reagent injector component and BCI manipulators to all circuit labs. (+ install detector component) /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * Adds a reagent injector component and BCI manipulators to all circuit labs Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com> |
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f7c26bbf25 |
515 Compat (#17465)
* ONLY SKYRAT CHANGES * ACTUALLY SKYRAT CHANGES * yolo, revert later * Update alternate_byond_versions.txt Co-authored-by: AnturK <AnturK@users.noreply.github.com> |
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1a9331199a |
[MIRROR] BCIs are now stored in the manipulation chamber's contents, instead of nullspace [MDB IGNORE] (#16715)
* BCIs are now stored in the manipulation chamber's contents, instead of nullspace (#70350) Fixes a bug where MMIs would be sent into the nullspace room when in an MMI component inside of a BCI that is inserted into a BCI manipulation chamber. Stores the BCI in the chamber's contents, instead of nullspace, allowing the MMI to talk, the BCI to still act as it would normally and overall just solves the issue and maybe some others alongside it. Fixes #70349 * BCIs are now stored in the manipulation chamber's contents, instead of nullspace Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com> |
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74586e2091 |
[MIRROR] Upgrades the Modsuit Adapter Shell [MDB IGNORE] (#16669)
* Upgrades the Modsuit Adapter Shell (#70286) Code improvements are much appreciated as some things may be rather hacky. Adds more options to the currently very limited modsuit adapter shell. Right now you can only select a module and activate (not deploy) the suit. This has some major problems as you literally can't even deploy the suit to activate it so that's rendered useless and selecting a module is like... kind of a weird input anyways but I won't judge so I left it in. Please comment down below if you'd like for me to add an "Activate Selected Module" input and "On Module Activated" output as those are certainly possible to do. I was just a little torn on how balanced that would be. Changes: "Module to Select" input is now an option. You can still use a string input, but simply inserting it into the suit and activating it, then accessing the circuit that way will give you a list of all modules that the modsuit has. Modsuit quick deploy (RMB) no longer tries to deploy the rest of the pieces when used while the suit is only partially deployed. It will now instead retract the extended pieces. This makes the "Toggle Deployment" input less prone to errors. (Why was it like this in the first place? Having to manually retract the already extended pieces sucks ass.) Added Inputs: "Toggle Deployment" is a new signal input that does exactly what it says it does. It simply tries to extend or retract all pieces of the modsuit depending on it's current state. Added Outputs: "Activated" is a new number output that outputs 1 if the suit is activated and 0 if it's not. "Deployed" is a new number output that outputs 1 if all parts of the suit are extended and 0 if they aren't. "Deployed Parts" is a new string list output that outputs a list of the names of all currently deployed parts. "On Deploy" is a new signal output that outputs a signal whenever all parts of the suit are deployed or retracted, regardless of the method used. "Finished Toggling" is a new signal output that outputs a signal whenever the suit has finished activating or deactivating, regardless of the method used. * Upgrades the Modsuit Adapter Shell Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com> |
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a5c0e72e44 |
[MIRROR] Fix xeno hivemind talk causing hissing sound [MDB IGNORE] (#16624)
* Fix xeno hivemind talk causing hissing sound (#69844) * Fix xeno hivemind talk causing hissing sound * Fix dullahan speech arg Add message_range and saymode to say arguments Add new say args to other say procs Add new say args to other say procs * Revert "Fix dullahan speech arg" This reverts commit abff2bec1a03c1270b2896faa547c465e046ad78. * Fix speech_args to be list * Refactor hulk speech signal handler * Revert "Revert "Fix dullahan speech arg"" This reverts commit 58997930096ef6b7fa8a1c79395595e61db954c6. * Change filterproof to be null like other say procs * Remove unused COMSIG_MOB_SAY defines * Readd defines for COMSIGH_MOB_SAY * Fix xeno hivemind talk causing hissing sound * Updates the arguments of the say and whisper procs for the borers Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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260df1bcf9 |
[MIRROR] Fixed airlock shells made from airlock electronics not triggering AAE circuit component [MDB IGNORE] (#16360)
* Fixed airlock shells made from airlock electronics not triggering AAE circuit component (#69992) Airlock shells made from airlock electronic and door assemblies would not trigger the 'Airlock Access Event' circuit component because the registered signals did not include the signals called by regular airlocks. This fixes that. * Fixed airlock shells made from airlock electronics not triggering AAE circuit component Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> |
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1e416342ea |
[MIRROR] [IDB IGNORE] Renames the inhand/misc folder to inhand/items [MDB IGNORE] (#15956)
* [IDB IGNORE] Renames the inhand/misc folder to inhand/items (#69573) Also adds balloons to inhand/items * [IDB IGNORE] Renames the inhand/misc folder to inhand/items * update modular Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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a8c10d1659 |
[MIRROR] Converts a shitload of istypes to their more concise macros [MDB IGNORE] (#15702)
Converts a shitload of istypes to their more concise macros Co-authored-by: Seth Scherer <supernovaa41@gmx.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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9bd406b65b |
[MIRROR] Adds support for "realistic" public elevators (elevator doors, elevator panel, etc) [MDB IGNORE] (#15515)
* Adds support for "realistic" public elevators (elevator doors, elevator panel, etc) (#68888) * Elevators are a bit more friendly part 1 - Emaggable elevator buttons / support for emaggable device assemblies - Delayed travel between floors - Elevators can now show a warning sign to areas below while travelling - Elevators can now optionally wound heavily instead of gibbing * Adds supoprt for "lift doors" * Comment tweak * Splitting these variables * Functional prototype * multiz debug * Elevator button framework * Unifies these behaviors * Emergency doors * Lift button framework * UI closes on floor change * Testing changes * Fix * UI Tweaks * Panel works pretty swell * Minor tweaks * Move to static * Bonus tram change * User experience * Slight tweak to mapload stuff * This is silly * Some UI tweaks, need to update css * CSS and ui overhaul * Documentation updates. * Multi-z lift support * Multitile lift fix * Adds support for "realistic" public elevators (elevator doors, elevator panel, etc) Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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dbd4667d23 |
[MIRROR] Adds keyboard shell [MDB IGNORE] (#15610)
* Adds keyboard shell (#69105) Adds keyboard shell. Works very similar to the thought listener component for BCIs It opens up an input panel when you use it (tgui_input_text) Players with the illiterate quirk cannot use this shell. When they try to use it they get a warning message. It's printed out as assembled (like compact remote or controller) It can fit in a bag but not in a box Has small capacity (SHELL_CAPACITY_SMALL) Available after researching the Advanced Shells tech node Can be printed from the component printer or the protolathe Costs 2000 glass and 10000 iron sheets to print (slightly more than the controller shell) Has 3 outputs. First one returns the entity who used the shell, second is the text that entity wrote and submitted, third one is triggered after the input window is closed. (by submitting, cancelling or just hitting the X button) Icons (screenhots from the dream maker) * Adds keyboard shell Co-authored-by: YusufEmirKoroglu <67878361+YusufEmirKoroglu@users.noreply.github.com> |
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856ea9c79a |
[MIRROR] Refactored fundamental circuit components that have varying inputs. Improvements to the integrated circuit UI. Improves and rebalances the drone shell [MDB IGNORE] (#15264)
* Refactored fundamental circuit components that have varying inputs. Improvements to the integrated circuit UI. Improves and rebalances the drone shell (#68586) * Refactored fundamental circuit components that have varying inputs. Made the integrated circuit UI slightly better. * Fixes with UI * Removes logger * Ran prettier * Fixed documentation * Rebalances drone circuit * Drones can now charge in chargers Co-authored-by: Watermelon914 <hidden@ hidden.com> * Refactored fundamental circuit components that have varying inputs. Improvements to the integrated circuit UI. Improves and rebalances the drone shell Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <hidden@ hidden.com> |
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fbce7aa40f |
[MIRROR] Drastically improved the USB connection for air alarms. Any airlock can now be made into a shell [MDB IGNORE] (#15270)
* Drastically improved the USB connection for air alarms. Any airlock can now be made into a shell (#68632) The USB connections for air alarms have been improved and now include scrubber control, vent control and the setting of the air alarm mode. Also fixes a bug where the limits were not being properly set. The scrubber, vent and limit control can be duplicated in the circuit to allow multiple limits/scrubbers/vents to be controlled by one circuit. Any airlock can be made into a shell during construction by configuring the airlock electronic before insert. * Drastically improved the USB connection for air alarms. Any airlock can now be made into a shell Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> |
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d2603fe4af |
[MIRROR] Fixes circuit dispensers add_item [MDB IGNORE] (#15048)
* Fixes circuit dispensers add_item (#68528) adding items to a dispenser shell would hit the shell with the item first little to no feedback from the shell as it just eats your held item bulk adding items could theoretically exceed the weight limit for items or add in nested bags * Fixes circuit dispensers add_item Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Funce <funce.973@gmail.com> |
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ad662fe555 |
[MIRROR] Dispenser shells can be bulk filled from storage bags [MDB IGNORE] (#14941)
* Dispenser shells can be bulk filled from storage bags (#68302) * Dispenser shells can be bulk filled from storage bags Co-authored-by: Moose1002 <33578674+Moose1002@users.noreply.github.com> |
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3eda6267a8 |
[MIRROR] Fixes a big oversight with steal guns objective [MDB IGNORE] (#14723)
* Fixes a big oversight with steal guns objective (#68093) * Fixes a big oversight with steal guns objective Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com> |
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0a1f06a2d1 |
[MIRROR] This tail refactor turned into an organ refactor. Funny how that works. [MDB IGNORE] (#14017)
* This tail refactor turned into an organ refactor. Funny how that works. * Firstly, fixing all the conflicts. * Fixes all our maps (hopefully) * Actually, this should fix pod people hair :) * Almost everything is working, just two major things to fix * Fixed a certain kind of external organ * Cleaning up some more stuff * Turned tail_cat into tail because why the fuck are they separate? * Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file * Adds relevant_layers to organs to help with rendering * Makes stored_feature_id also check mutant_bodyparts * Fixes the icon_state names of ALL the tails (pain) * Fixes wagging, gotta refactor most mutant bodyparts later on * I Love Added Failures * Fixed some organs that slipped through my searches * This could possibly fix the CI for this? * It doesn't look like it did fix it * This will make it pass, even if it's ugly as sin. * Fixed Felinids having a weird ghost tail * Fixes instances of snouts and tails not being properly colored Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |