Timber did an oopsie in #57850 and made it so rods with a specific target (AKA any spawned by admins either through the trigger event button or the admin smite) quit out of their creation before they started listening for clonging things. Possibly this was partly intended, in case you wanted to spawn a rod that would only hit whatever you designated as your target and nothing else, but this current setup doesn't hit the target either soo something needs fixing.
@Timberpoes let me know what you think and if you were intending for a soft rod option that would only hit the target.
Fixes: #57888
* Ice cream rework WIP
* I'm done!
* i'll deal with my verbose engrish at a later date. I'm dead tired.
* linter aaaaaa
* Take a bite!
* FINALLY, A COMPONENT!
* ghost macro.
* Review, typos, beheading of a lame comsig.
* Typo. Now I'm self-obliged to test it again.
* It works.
* Defines the interrogation room as unique area and not 4 different var-edits
* Fixes the gaping hole in the wall
* We added a new map at the very end.
* Blaseball
* Committing the changes
* Rebuilds the deltastation setup in case it's actually breaking something...
* vendor
* more
* fex
* reeee
* WIP vendors
* BIGGERING AND FIGURING MORE BIGGERING
* CAPITALYSM!!
* ops
* tank refilling
* not working yet
* sprites and construction
* some stuff
* docs
* maps
* requested changes
* more changes
* change
Co-authored-by: tralezab <spamqetuo2@gmail.com>
In #56780 I thought it'd be fine to change the get_path function to return null if there was no path found instead of an empty list, but apparently quite a lot of code in simple bots expects empty lists and freaks out if path is just null, causing simple bots to occasionally fail to respond to summoning even if a path is clearly found and briefly assigned
This undoes that
This PR adds a log and an admin message to the syndicate sleeper agent.
All the other midround rulesets make themselves known when they trigger and execute. Even latejoin syndicate infiltrator messages admins when it fires. This makes midround traitors more obvious when they spawn to admins, which is useful.
* heat pump rework
* f
* efficiency
* powe
* powermess
* better math
* math and enviroment equation
* freezers connected to waste pipenet and co2 recircled in waste
* smol
* rotate danger
* upgrades
* minor tweaks
* requested changes
About The Pull Request
Currently admins can't access the ticket logs for Resolved, Disconnected, Closed and Active tickets due to an early return that will block these from being opened in 100% of circumstances.
Clicking on the Active/Disconnected/Closed/Resolved tickets would have behaviour handled by /datum/admin_help_tickets/proc/BrowseTickets() which was reached through Click() calls.
image
When we call .Click() from topic calls, we provide a null var for the control parameter.
This then leads through to /client/Click() where #57084 added a bunch of if(!control) checks supposedly ported from TGMC (or at least Fikou couldn't explain why we changed that).
I can't find a single instance of us using this locally, it appears it's always passed through to Byond. Byond docs at http://www.byond.com/docs/ref/#/client/proc/Click describe it as control - the name of the skin control involved
I can't see any reason to early return if control is a FALSE-y value. This check is what was blocking access to the admin_help_tickets datum.
In testing, removing these checks restored previous functionality.
Why It's Good For The Game
Admins less triggered.
Changelog
🆑
fix: Admins can once again open the stat panels to look at active, disconnected, closed and resolved tickets.
/🆑
This upgrades the voting panel to TGUI which makes it much more user friendly and adds some new functionality:
- Users can now change votes
- The screen no longer scrolls to top when someone else votes
- Admins can see ckeys of users with the voting window open
- Fancy icons and vote tallies in a much better format
- Map list is now shuffled.
- All the old functionality remains for custom votes, etc.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Me again, moved wintercoats code from suit/miscellaneous into suit/wintercoat
24 wintercoats, likely something that might get new ones added in the future since some jobs still don't have theirs and I might move their icon files to their own file too to make it easier for future additions once this is added.
Moved some lines around, added a small tag before each suit because it was hard to read where one start and the other ends, yadda yadda yadda...
Now do you think this is over? Nooooo... I started to move this around because I, as Atmostech, want to hold a gas analyzer in the exo slot, like those guys at science (And medical for some reason???) can!!
Might need some rebalancing on what each can hold but that is for later.
So, turns out when assigning values to crates, a good number of the "large object" crates all have multiples of their export, and that didn't get assessed when giving them their current values. As it is currently, you can make infinite credits by ordering some select crates. This adjusts their prices to make them not do the bad, and work in-line with similar crates that sell lower than their buy value.
Also, fixes an issue with liquid tanks having a component of their sell value not tied to the defined, which was completely glossed over in the price rework, and is now scaled to the correct current value.(500 cr crates -> 200 cr crates).
Removes the "Space-American" and similar tags from customer bot names.
The robots have unique sprites and sounds, and themed names and chat lines. These tags aren't really necessary and pretty much just ruin the joke by telling the punchline.
Also, "Space-<Earth Country>" is dumb.
* fullauto component
* eh
* h
* brap
* it works!
* FUCK SHITUP
* dumbass
* l6
* oops
* GOD
* THE LAST 10% OF A PROJECT IS 90% OF THE WORK
* slopwer projecitles, replaces the tesla gun
* heavy
* minigun
* minigun stuff
* runtime fixes, pointer icon
* nuh uh
* makes modifeirs things
* nerf this
* yes
* aghh
* agh
* real high intensity changes here
Co-authored-by: Ryll-Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Makes tanks use obj_integrity instead of their own snowflaked version.
Makes tanks check for exploding when they are destroyed, rather than once every process.
Makes tanks always leak their gases when they are deconstructed.
Removes the ability for tanks to seal themselves back up over time.
Makes the bomb spawner actually produce functional bombs.
Removes the extraneous syndicate bomb spawner subtype.
Miscellaneous code improvements to tanks, bomb spawners, and the blastcannon.
Fixes the explosives compressor doubling the power of any bomb you put in it.
The changes to tank rupturing behavior shouldn't effect most tritium fueled TTVs including the 50K recipe. Toxins players don't need to worry about suddenly being incapable of getting points or refining anomaly cores. They should only really effect singlecaps, but I don't know enough about singlecaps to know what recipes I should test. I have confirmation that at least one mix is not effected by this.
The self-sealing properties of tanks have been removed. I'm not sure what the purpose of it was, I have heard that it was used to enable hand-portable plasmaflooding, but I'm not familiar with the practice.
As it turns out, the basic bomb spawners were broken on master! I have made the bombs they produce maxcap instead of just spring a leak. Since they maxcap by default now I have removed the syndicate subtype used to spawn the TTV produced by the cuban pete arcade game and replaced it with the normal timer subtype. Since none of the bomb spawner subtypes were used for anything else this shouldn't have any effect on the game.
On a similar note, I have discovered that the maxcap recipe on the wiki stopped working at some point since it was written. I will replace it with a functioning set of instructions.
Less snowflake code.
Bomb spawners are actually functional now.
Slightly better code.
The explosives compressor accurately reflects the power of the bomb you put into it.
Security officers will now be paired up together in the same department, across departments. This means that, instead of 4 officers being split across 4 departments, there'll now be 2 groups of 2.
Late-join officers will be put into any department with only 1 officer. If none exist, the least populous department will be chosen, with their preference having priority.
Updates the maps to have more spawns for departmental officers. Delta previously had none, and now has some. Fixed a bug where MetaStation's security departmental officer was a supply one instead.
Removes the "random" departmental preference. All security officers are now given a department. The "none" preference still exists, but just to show that you don't care which department you're put into.
Updates the config to comment out SEC_START_BRIG. This is what the configuration was already on live servers.
This is something that should likely be test merged, but it mucks with savefiles. Luckily, the only damage it does is changing random departments to none, so if a TM is reverted, only that will have to be changed.
The cause of the blender was the fact the UI wouldn't update properly if left open and you walked away, meaning you could tell the tram to go to a destination it was already at and brrrrrrrrrr.
TGUI really isn't my strong suite and forcing it closed guarantees the info on the UI is updated so no blender.
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
* Fixes a harddel caused by the FUCKING MACHINE VAR WHAT THE FU-
* Fixes a tram related harddel, the proc that removed things from the riders list worked on stuff passed in by Uncrossed, but failed with the qdeleting signal. I've made a wrapper proc to better support these things, added signal handlers, and removed an if check that hid nulls (If it's breaking I need to know)