Commit Graph

14862 Commits

Author SHA1 Message Date
SkyratBot
c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00
Gandalf
bf1cfcdc7a Fixes soemthing bad 2021-09-24 21:33:37 +01:00
SkyratBot
be6e303ab2 [MIRROR] Mapping DLC - Random Spawner Pack [MDB IGNORE] (#8344)
* Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522)

First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!

Link to the README for how the new spawner system works.

Added the following new random mapping spawners:

pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner

Removed deprecated wizard trap, vault, and armory spawners.

* Mapping DLC - Random Spawner Pack [MDB IGNORE]

* HNNGH

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 19:05:55 +01:00
SkyratBot
c5811c8fd6 [MIRROR] Refactors offering items, adds cheek kisses (#8346)
* Refactors offering items, adds cheek kisses

* Update hand_items.dm

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 18:31:16 +01:00
SkyratBot
8e2fb2b105 [MIRROR] Adds SEAFOOD foodtype, felinid diet changes (#8343)
* Adds SEAFOOD foodtype, felinid diet changes (#61506)

* Adds SEAFOOD foodtype, felinid diet changes

* Update felinid.dm

Co-authored-by: JosephJomama <60072879+JosephJomama@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 18:24:33 +01:00
SkyratBot
7ca11b214a [MIRROR] Removes the superfluous breathing mask from the survival box of plasmamen (#8352)
* Removes the superfluous breathing mask from the survival box of plasmamen

* Update boxes.dm

Co-authored-by: FernandoJ8 <80640114+FernandoJ8@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 18:23:49 +01:00
SkyratBot
e8d78089fc [MIRROR] [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby. (#8339)
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.

* E

* Missed merge

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 18:16:17 +01:00
SkyratBot
da3076fa46 [MIRROR] Cytology content expansion: Jungle mobs. (#8335)
* Cytology content expansion: Jungle mobs.

* Update research.dm

* E

* Update frog.dm

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-23 02:36:08 +01:00
SkyratBot
28d0220ead [MIRROR] Add admin panel for station traits (#8337)
* Add admin panel for station traits

* Update admin_verbs.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-23 02:03:44 +01:00
SkyratBot
90dd69c10b [MIRROR] Updates Greyscale Colors of PDAs and Gives QM a Survival Pen since I was in there anyway. (#8329)
* Updates Greyscale Colors of PDAs and Gives QM a Survival Pen since I was in there anyway. (#61261)

About The Pull Request

Hallo! This is part two of my PDA update, where I take the old hokey colors that were just left in to not rock the boat, and changes them to better fit the current aesthetic of the game. It also makes the captain's PDA have some more fanfare, without even adding a sprite, I just did a funny trick with the layers.

In addition to that, I have updated the sprite for the survival pen, and made it so QMs start with one in their PDA.

bespoke final
peen
Why It's Good For The Game

The old PDA colors on the new PDA sprites were odd in a few places, this fixes that. I spent about a week or so going to different players of the different jobs and departments getting their input on what colors they'd like their PDAs to be, and now the best looking options that make sense, will be added in! Woo!

Also I just think the QM having a emergency shovel is kind of cool, and its a really neat item that deserves just a little more love, so why not?
Changelog

cl
expansion: Updated old GAGS colors for the PDAs based on user feedback
imageadd: Updated appearance of the Survival Pen
expansion: The Quartermaster now starts with a Survival Pen because its flavorful. Survival Pen has also been updated to use the fancy font, since, its fancy.
/cl

* Updates Greyscale Colors of PDAs and Gives QM a Survival Pen since I was in there anyway.

Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
2021-09-23 01:47:16 +01:00
SkyratBot
8ec2653280 [MIRROR] Gives mega arachnid's flesh snare a working sprite and moves restraint sprites to their own file. (#8314)
* Gives mega arachnid's flesh snare a working sprite and moves restraint sprites to their own file. (#61605)

* Gives mega arachnid's flesh snare a working sprite and moves restraint sprites to their own file.

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2021-09-23 01:35:52 +01:00
SkyratBot
22d6f08101 [MIRROR] fixes a mistake I made with the pizza decomp changes that caused pizzas to be unable to be made into pizza sheets (#8308)
* fixes a mistake I made with the pizza decomp changes that caused pizzas to be unable to be made into pizza sheets

* Update pizza.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-23 01:30:17 +01:00
Gandalf
8fe50110dc Reverts NTF roles and the NTF Cargo system pending OVERMAP. (#8342)
* EEEE

* Update CentCom_skyrat_z2.dmm
2021-09-23 01:17:59 +01:00
SkyratBot
124ddd7cca [MIRROR] tgui Preferences Menu + total rewrite of the preferences backend (#8153)
* tgui Preferences Menu + total rewrite of the preferences backend

* nah, we dont need to ping those people

* trying to remove the funny stuff

* unmodularizing this

* prefs reset

* this may need to be reverted, who knows

* okay, this part

* perhaps

* EEEEEEEEE

* unsanitary

* E

* Stage 1 + loadout system

* more fixes

* E

* I mean, it launches?

* More fixes and reorganisation

* E

* customisation code is spaget.

* disable ERP prefs

* Update erp_preferences.dm

* Update erp_preferences.dm

* E

* Slowly getting there

* It may be time for help :)

* tri...colors... help

* preferences now pass preferences

* Update dna.dm

* Fuck this man

* missing savefile return, set_species works, removed dumb stuff from updateappearance

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224

* https://github.com/tgstation/tgstation/pull/61519

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278

* e

* le butonAZARAK HELLO

* hhh

* Proper recognition where it's due, MrMelbert!

* EEEE

* examine block

* Better gen hit sounds from whitedream

* final loadout touches, more bug fixes im sure to come

* i said there would be bugfixes

* Update LoadoutManager.js

* Missing preferences in the html menu

* LIVE TESTING PHASE BABY

* Update LoadoutManager.js

* EEE

* LAUNCH TEST FIRE

* Update job.dm

* Update new_player.dm

* 50gb DAY ONE PATCH

* EEE

* Update preferences.dm

* buggle fixes

* Update examine.dm

* >LOOC starts on

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-09-23 00:40:37 +01:00
SkyratBot
1e0f6f0e12 [MIRROR] Removes Tactical Resting (#8303)
* Removes Tactical Resting (#61552)

About The Pull Request

If you are on combat mode, your bullets will hit people lying down or stunned, otherwise they pass through.
Why It's Good For The Game

The original PR that added it was labeled a fix (#55495) only mentioning it in the changelog once, when it was a balance change, as resting to avoid bullets was intentionally removed after we added crawling and a rest button, for being fucking stupid.
The thing that original pr "fixed" was mobs being bullet sponges, which you can now prevent by switching off combat mode, so it is no longer needed.
Avoiding people shooting at you while also having guns of your own you are perfectly able to shoot is stupid.
It makes mobs like beepsky super annoying, where unless youre in a large area the robot chasing you with one of the only hardstuns left in the game will be really hard to hit.
Changelog

cl
balance: If you are on Combat Mode, your bullets no longer pass through prone people
/cl

* Removes Tactical Resting

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2021-09-21 01:40:36 +01:00
SkyratBot
7ffa436d0a [MIRROR] memories are no longer added if the target isn't aware of them. (#8299)
* memories are no longer added if the target isn't aware of them. (#61375)

Fixing an oversight with the memories system. Memories shouldn't be added to people who aren't possibly aware of them.

* memories are no longer added if the target isn't aware of them.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-09-20 23:21:27 +01:00
SkyratBot
6bfb914351 Harddeletes: Accident edition (#8294)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-09-20 23:20:46 +01:00
SkyratBot
349325050b [MIRROR] Fixes stun-harmbatonging (#8292)
* Fixes stun-harmbatong. (#61418)

Title. I have been told the refactor broke stun'n'harm batoning for stunbatons so I'm fixing it.

* Fixes stun-harmbatonging

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-09-20 23:20:31 +01:00
SkyratBot
a25331cea4 [MIRROR] Xeno organ traits now use the organ trait source (#8283)
* makes xeno organs use organ_trait (#61549)

One of them used generic traits while the other one didnt use a define at all, they're both traits given by organs, so they should be organ traits.

* Xeno organ traits now use the organ trait source

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-09-19 22:47:23 +01:00
SkyratBot
d1da6f3f34 [MIRROR] Food decomposition can mold stuff into different items, and not just moldy messes. (#8248)
* Food decomposition can mold stuff into different items, and not just moldy messes.

* E

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:35:14 +01:00
SkyratBot
39ecb0a174 [MIRROR] Radically improves explosion logging. (#8255)
* Radically improves explosion logging.

* Update eldritch_effects.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:25:20 +01:00
SkyratBot
747c211944 [MIRROR] Sparring Sect! (#8237)
* Sparring Sect!

* Update greyscale_configs.dm

* https://github.com/tgstation/tgstation/pull/61527/

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:24:40 +01:00
SkyratBot
57e5bab45e [MIRROR] converts cows to basic mobs and ADDS MOONICORNS (#8220)
* converts cows to basic mobs and ADDS MOONICORNS (#61446)

* converts cows to basic mobs and ADDS MOONICORNS

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-19 22:10:20 +01:00
SkyratBot
2183c415ab [MIRROR] Nerfs bone wounds to make them less miserable (#8245)
* Nerfs bone wounds to make them less miserable (#61196)

So I've always kinda known that bone wounds are unpleasant to receive, but since paying some closer attention to how they affect peoples rounds in the last few months, I've realized that they need to be reigned in some more. So, let's break down the big changes...
General bone wound nerfs

Limping on a busted leg is now a chance with each step of that leg, instead of always happening: No matter how small the delay added to your move time after each step (like if it was just a dislocation), and even with slings, bone wounds on your leg crippled you with the constant slowdown, because they happened every time you stepped on that leg. Now, the chance to limp on any given step with that leg is higher with worse wounds, and applying a sling to that leg further lowers that chance, as well as lowering the delay from that limp. A dislocated leg, for example, only limps 30% of the time, while a compound fracture limps 70% of the time.

Skeletons and plasmamen (aka carbons with no flesh) can now use bone gel directly on cracked limbs to fix them, in 1/4th the time it takes the normal bone gel + surgical tape improvised fix to heal them, and with none of the damage. I felt bad that the ability for skeletons to stick dismembered limbs back into their slots was destroyed because the limbs would be critically wounded already, and still useless. Now, skeletons and plasmamen can be treated with just bone gel and some time. At some point after this is merged, someone should give the pirate ship some free bone gel.

The speed of the improvised bone gel + surgical fix for broken bones is even further improved by laying down and by sleeping than it was before, meaning the improvised fixes can be cut down further by laying down for a bit while it works.

Makes bone wounds less obnoxious, reducing their ability to single-handedly ruin your round when you suffer one. I want to go further in the future and add an easier improvised fix for hairline fractures soon, but those changes can come later after these are merged.

* Nerfs bone wounds to make them less miserable

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-09-18 15:05:19 +01:00
SkyratBot
bc1a901b71 [MIRROR] Stop RCD attack chain after pre_attack (#8209)
* Stop RCD attack chain early (#61310)

Makes it so that the RCD attack chain stops after pre_attack
where the RCD for example replaces an lattice in in pre_attack which then causes a runtime in the attackby code.
It seems like all of the RCD stuff is handled pre_attack so it should be fine to stop the chain here.
The RCD also has the NOBLUDGEON flag meaning you can't attack with it anyways.

* Stop RCD attack chain after pre_attack

Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
2021-09-16 03:41:14 +01:00
SkyratBot
56bb678bb0 [MIRROR] Lets you swat ants (#8207)
* Lets you swat ants (#61415)

Makes the flyswatter swat ants too.

* Lets you swat ants

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2021-09-15 23:02:15 +01:00
SkyratBot
ac83d43341 [MIRROR] Winter coat allowed item fixes (#8206)
* Winter coat allowed item fixes (#61450)

Sometime ago I cleaned a slice of the winter coats to cut on copy pasta in their allowed list and important items being missed there but I misunderstood how the global list of allowed security items work, which ended up with the global list overwriting my base list.
So this fix that, also thanks Athath for bullying me about this issue a few months ago before I went on coding hiatus...

Also since I was here I decided to fix the allowed list for the janitor winter coat, it had some odd items without a worn_icon so we had the annoying bugged sprites with it.

* Winter coat allowed item fixes

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
2021-09-15 23:02:03 +01:00
SkyratBot
dfc2b1b5ec [MIRROR] Slight refractor to borg reboot boards, allows them to be reusable (#8183)
* Slight refractor to borg reboot boards, allows them to be reusable (#61232)

Refractors the cyborg reboot module to be an independent item rather than a subtype of cyborg upgrades. The new item is no longer consumed during use.

Rebooting now makes a different sound when rebooting an AI shell or ghostless borg, rather than no sound at all.

A recent PR fixed a longstanding apparent bug that allowed reboot boards to be resused. A bug it may have been, but the reboot board being a single-use item is kinda terrible, and doesn't make a lot of sense that the board is somehow destroyed when used. Mothblocks, who merged the bugfix PR, has given me permission to PR this change.

Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>

* Slight refractor to borg reboot boards, allows them to be reusable

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
2021-09-15 03:33:26 +01:00
SkyratBot
bf70dcd4e2 [MIRROR] Add french kissing (#8181)
* Add french kissing (#61392)

If you wear the french beret you get the garlic breath trait added.

This also happens if you consume garlic reagent containing items

This trait makes your kisses become french and causes your breath to
smell of garlic

* Add french kissing

Co-authored-by: oranges <email@oranges.net.nz>
2021-09-15 03:33:14 +01:00
SkyratBot
22623f0b87 [MIRROR] Fixes the drug eating verb (#8178)
* Fixes the spelling on the drug eating verb. (#61388)

You should gnaw drugs, not gnaws them.

* Fixes the drug eating verb

Co-authored-by: KRVH <80194153+KRVH@users.noreply.github.com>
2021-09-15 03:32:53 +01:00
SkyratBot
029e10ce01 [MIRROR] RPD: Feedback when configuration can't change (#8177)
* RPD: Feedback when configuration can't change (#61378)

Preventing the creation of stub pipes involved adding a lot of checks to ensure a pipe could never be created with only one or no directions connectable. This PR adds feedback for when this happens, rather than appearing to silently fail - yet still generating the "I did something!" sparks.

Slightly better UX and feedback hopefully makes dealing with a fairly complicated system slightly easier

* RPD: Feedback when configuration can't change

Co-authored-by: esainane <esainane+github@gmail.com>
2021-09-15 03:32:48 +01:00
SkyratBot
a02a6d7570 [MIRROR] Makes tank explosions scale with volume and have diminishing returns. (Nerfs singlecaps) (#8158)
* Makes tank explosions scale with volume and have diminishing returns. (Nerfs singlecaps) (#60600)

Changes tank explosions to take tank volume into account and use sqrt scaling when calculating explosion range.
This basically means that they scale faster at lower pressures and slower at high pressures.
Rebalances tank explosion scaling so that maxcap TTVs are where they used to be pressure-wise.
Rebalances the research doppler arrays cash generation algorithm so it maxes out at the same TTV pressure. This does however mean that the doppler array will grant more points at lower explosion pressures.
Rebalances blastcannon shot range calculation so it scales as it used to with normal TTVs.

The comparatively tiny emergency tanks no longer produce the same size explosion as a TTV at the same pressure.
It is much more difficult to carry around 70 maxcaps in a single duffle bag. (I don't think it renders this completely impossible but it does kill oxy-trit emergency tank singlecaps as far as I know.)

Lemon posting past this line.

How it works:

Change assumes maxcaps should be just as easy with the standard ttv setup of 2 70L tanks.
So it divides the bomb's strength by 14, then scales it using dyn_explosion's (x*2)^0.5.
If you graph it the strength is exactly the same with a 140L reaction vessel, but as volume goes down, strength falls off very quickly because of that division, and the use of dyn_explosion.

Hopefully this will effectively disincentivize singlecapping, and remove the everpresent threat of someone leaking the station leveling method.

Reasoning for when github blows up:

I don't think single caps are on the same level as typical atmos antag threats. They're a hell problem
1: tanks should explode when someone hyper pressurizes them
2: we want all tank explosions to act the same, for the sake of a believable world
3: really well put together tank explosions (ttvs), should be really powerful
4: reaction code is a son of a bitch

I do think knowledge gating has some place. Knowing how to do something well should have a benefit. but that isn't like, an ultimate truth.
I've seen what proper, full on atmos autism single capping looks like. I don't like that level of absolute destruction at speed being feasible full stop.

I consider single caps to be a necessary side effect of how explosion code works. I think it's really cool that people have gotten so deep into this game and the systems around it that they've started optimizing this side effect into a tool/bragging rights thing.
But I'm still not a huge fan. If big booms are gated only by knowledge, then as soon as that knowledge spreads we're fucked. I've seen this happen before with things like rad batteries (cue crit being cringe).
It's not just single caps mind, the destruction you can make with em scales with knowledge.

I'm not in love with this pr mind, because it means I need to worry about bomb code when someone makes some silly tank volume balance pr. but it's a good solution. better then what's been tried in the past. still leaves space for things just blowing up in your face without maxcaps coming into the equation easily.

* Makes tank explosions scale with volume and have diminishing returns. (Nerfs singlecaps)

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-09-15 03:29:13 +01:00
Gandalf
b2870e568b 0 2021-09-14 00:23:15 +01:00
Gandalf
d7c0c32d98 map resetEEEE 2021-09-14 00:20:59 +01:00
Gandalf
96cb19801d EEE forgot a PLOR 2021-09-14 00:00:44 +01:00
SkyratBot
e510e35167 [MIRROR] [READY] Adds memory system, and engraving walls with chisels (#8066)
* [READY] Adds memory system, and engraving walls with chisels

* EEE

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:36:51 +01:00
SkyratBot
26f934c258 [MIRROR] Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton) (#8076)
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)

* EEEE

* E

* follow the fucking guidelines

* E

* Update CentCom_skyrat.dmm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-13 23:27:01 +01:00
SkyratBot
eafd18c00f [MIRROR] removes gas_transfer_coefficent from clothing as it did nothing (#8092)
* removes gas_transfer_coefficent from clothing as it did nothing (#60922)

it literaly does nothing

* removes gas_transfer_coefficent from clothing as it did nothing

Co-authored-by: AMonkeyThatCodes <20987591+AMonkeyThatCodes@users.noreply.github.com>
2021-09-11 16:28:29 +01:00
SkyratBot
6e451b4701 [MIRROR] Add fingerprints before putting crafted stack items in hand (#8089)
* Add fingerprints before putting item in hand (#61330)

Fixes runtimes when crafting stack items and already having a matching stack in your hand

* Add fingerprints before putting crafted stack items in hand

Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
2021-09-11 16:26:40 +01:00
SkyratBot
57f732eea3 [MIRROR] Re-balances ant damage values & lets you pour ants on the floor (#7999)
* Re-balances ant damage values & lets you pour ants on the floor

* Update others.dm

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-11 16:23:08 +01:00
SkyratBot
fb925f81aa [MIRROR] Renames the analyzer to gas analyzer and adds it to the protolathe printable list (#8100)
* Renames the analyzer to gas analyzer and adds it to the protolathe printable list (#61326)

Just this, small QoL because having to build a full autolathe to get a gas analyzer is annoying.
You can now search for gas when looking for the analyzer on the autolathe or protolathe, way more intuitive.

I would rename it from /obj/item/analyzer to /obj/item/gas_analyzer but it would change so many files... another day perhaps...

* Renames the analyzer to gas analyzer and adds it to the protolathe printable list

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
2021-09-11 15:49:52 +01:00
SkyratBot
04302a770a [MIRROR] moves obj_integrity and associated procs to the atom level (#8016)
* moves obj_integrity and associated procs to the atom level

* Feex good

* Whoops forgot the maps

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-10 16:47:01 +01:00
SkyratBot
e7f0aeea72 [MIRROR] Fixes window opacity when repainting bug (#8083)
* Fixes window opacity when repainting bug (#61268)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Fixes window opacity when repainting bug

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-09-10 07:44:09 -04:00
SkyratBot
3f5dfff58d [MIRROR] Remove remaining references to research point generation through power generation (#8081)
* Remove remaining references to research point generation through power generation (#61294)

Radiation collectors and tesla coils being able to create research points was removed in 92209dd. This stops references to power-based research point generation from appearing.

Research by power is long gone

Restore flavor to power collecting circuitboards
H/T EricZilla

* Remove remaining references to research point generation through power generation

Co-authored-by: esainane <esainane+github@gmail.com>
2021-09-09 22:53:03 -04:00
SkyratBot
2dc34b171e [MIRROR] Componentizes/Elementalizes Pride Struck Hammer Behavior + Carp'Sie Plushie Behavior (#8032)
* Componentizes/Elementalizes Pride Struck Hammer Behavior + Carp'Sie Plushie Behavior (#60728)

Title, please say hello to the element "chemical_transfer" and the component "faction_granter"

Componentized behavior is easier for admins to make events out of, more modular for code maintainability, lowers the possibility of future copy and paste, set me up with my wife, and more

One of the things I personally like the most about it is the ability for each behavior to properly be described on examine, which I loooooove!

Also, these should be fantasy affixes after the freeze is done

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>

* Componentizes/Elementalizes Pride Struck Hammer Behavior + Carp'Sie Plushie Behavior

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
2021-09-08 16:17:06 +01:00
SkyratBot
ed1a537fa8 [MIRROR] Immediately connect on smart pipe reprogram (#8058)
* Immediately connect on smart pipe reprogram (#61134)

* Immediately connect on smart pipe reprogram

Previously, a smart pipe reprogrammed to permit a new direction would
connect to a device or pipe that was added later, but not to any
existing device or pipe.

* Dishonor for my ancestors and shame to my family

* Die alone and unloved

* Immediately connect on smart pipe reprogram

Co-authored-by: esainane <esainane+github@gmail.com>
2021-09-08 15:45:39 +01:00
SkyratBot
6e34600cd5 [MIRROR] restore removed individual logs and place them under LOG_VICTIM category (#8043)
* restore removed individual logs and place them under LOG_VICTIM category (#61256)

it turns out that admins use the removed information in #61179 for faster live in-round logging, I've restored that information under a LOG_VICTIM category that should not interfere with mind-reading and ling absorb text

* restore removed individual logs and place them under LOG_VICTIM category

Co-authored-by: Couls <coul422@gmail.com>
2021-09-07 19:54:33 +01:00
SkyratBot
a7d6611e0b Reduces copypasta in emissive code. (#8040)
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-09-07 19:53:49 +01:00
SkyratBot
2b28c14b06 [MIRROR] Adds some new (proper) tables. Also fixes the old reinforced glass table just making a regular metal table bug for the alloys included. (#8009)
* Adds some new (proper) tables. Also fixes the old reinforced glass table just making a regular metal table bug for the alloys included.

* Fixing conflicts and making things work

Co-authored-by: GreatKingWombat <79433629+GreatKingWombat@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-09-06 22:03:13 -04:00
SkyratBot
09c64622e2 [MIRROR] The Cycling 2.0, Airlocks can now be built in game to cycle and named (#8010)
* The Cycling 2.0, Airlocks can now be built in game to cycle and named (#61226)

You can now edit an airlock control board (both physically and through an RCD) to set the airlock name and what ID it cycles on
Airlocks now say what ID it cycles on when examined
when an airlock is made it takes its circuits set name and ID and updates the cycling
i redid how the cycle_id is updated on creation, so now when an airlock is made and grabbing airlocks with an identical ID to cycle it checks if the other airlocks with that ID needs a reference to the new airlock, and if so, it adds it, so you can add doors back to a cycle system if it breaks
NOTE: unfortunately the way linear airlocks, like the small 2 door airlocks to space, set their links, you cannot repair their cycle this way, you will have to deconstruct the remaining door and rebuild both to cycle again

* The Cycling 2.0, Airlocks can now be built in game to cycle and named

Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
2021-09-06 14:29:37 -04:00