* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes jitteriness stacking up to insane amounts while dead (#67567)
* Jitter effect doesn't apply to dead people
* in apply, instead of create
* Fixes jitteriness stacking up to insane amounts while dead
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Material holding machines can't connect to ore silos on different z levels (#66953)
The station's ore silo can't connect to machines that are off the station z-level anymore. This doesn't affect multi-z stations.
Also includes ore silo code improvement because I was unhappy with it.
* Material holding machines can't connect to ore silos on different z levels
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Add Russian Roulette memories and moods events (#66051)
About The Pull Request
This adds memories to a nearby audience if someone is playing Russian Roulette with a loaded gun. The person who wins or loses also gains a positive or negative mood event that is long lasting. All of these events only trigger if the person playing is targeting a lethal area.
Why It's Good For The Game
Being able to add Russian Roulette to engravings would be pretty cool.
Changelog
cl
qol: Playing Russian Roulette with lethal intent now creates a mood event for the user and is engrained in any nearby peoples memories. The more bullets the better the memory and mood boost.
/cl
* Add Russian Roulette memories and moods events
Co-authored-by: Tim <timothymtorres@gmail.com>
* Adds steam vents to maintenance, adds some flavor to maintenance. (#66915)
* Steam Vent Challenge (Do not meme)
* Fixes icebox, I think
* Changes to how smoke behaves appears to have removed the need for the opacity setting on the vent. Sounds.
* Mapmerge sama please
* Adds signal system, crafting recipe, and some basic crafting organization.
* Potential fix
* Apply suggestions from code review
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* makes changes thanks anturk
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* Adds steam vents to maintenance, adds some flavor to maintenance.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes centcom announcements referring to icebox as a station in orbit (#67528)
Fixes#67467
* Fixes centcom announcements referring to icebox as a station in orbit
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Ensures cinematics really go away when they're done. (#67332)
* Ensures cinematics really go away in all scenarios
* Ensures cinematics really go away when they're done.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Move more silicon-relevant logs to silicon logs (#67340)
Moves a bunch of logs that were silicon-related but logged to game.log to silicon.log.
* Move more silicon-relevant logs to silicon logs
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* Departmental Officers now have access to most of their department (#67275)
This pull request equalizes the access that departmental security is given for their department, giving departmental security officers access to all areas in the department which aren't head-specific. For example, the engineering security officer wouldn't have access to the tech storage room or the ce's office, but does have access to tcomms, engine equipment etc.
This is done so that all departmental security officers are equally enabled to respond to issues in their department and have the access that a basic member of the department would have. Currently, cargo officers are able to respond to any issue not in the vault or QMs office, but officers in science could only respond to issues in the science hallway, research room, or circuit room, and are unable to respond to issues in any other place in the department.
I believe that the reason for the above is that when new accesses have been added to departments, they neglected to add these areas for departmental security officers.
Upon further research, for things like virology or xenobio, it feels like keeping security officers out was intended, so I'll label this both a fix and a balance change.
Departmental security officers should be able to reliably respond to security issues in the department. While some areas like virology and xenobiology were deliberately separated from being accessible by security officers previously, I believe it is an antiquated design crutch that does not properly reflect the modern ways that antagonists work, and certainly doesn't reflect the standards that are currently set for officers.
Giving officers these accesses make departmental assignments something with genuine utility instead of something that gives you an armband and enables officers to feel/be felt like a part of their designated department.
These changes also make sure that departmental assignments are treated equally and have equal utility, making it easier to collectively change the feel of departmental security in the future.
* Departmental Officers now have access to most of their department
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
* Fixes statue simplemob teleport not working and 3 other spells not appearing (#67105)
* Fixes statue simplemob not being able to teleport, and their 3 spells they're supposed to have.
* Also repaths statues to netherworld mobs, to reduce copy paste code.
* Fixes statue simplemob teleport not working and 3 other spells not appearing
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Fixes a check doing the opposite of what it was supposed to do (#67439)
fixes a check
Co-authored-by: robbertapir <robbertapir@ airmail.cc>
* Fixes a check doing the opposite of what it was supposed to do
Co-authored-by: robbertapir <102324362+robbertapir@users.noreply.github.com>
Co-authored-by: robbertapir <robbertapir@ airmail.cc>
* Minor buffs for Heretic focuses / equipment and the Void Cloak. (#67263)
* Heretic focus changes, turns it into an Element
* Buffs Void cloak, letting it hold more and hold more kinds of items
* Makes eldritch potions small sized (before: normal)
* Adds more explanations to some descriptions.
* Minor buffs for Heretic focuses / equipment and the Void Cloak.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes pellet cloud wounding where I just broke it (#67424)
I was stupid in #67331 (9431c92f70) and forgot an initial() around an un-instantiated projectile var call. This puts it in so wounding checks don't runtime. I have actually tested that this works
Pellet clouds work properly
* Fixes pellet cloud wounding where I just broke it
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Fixes the stasis ripple not playing in a loop and the unusually-slow stasis bed lying down animation (#67403)
* Fixes the stasis ripple not playing and the slow stasis bed lying down animation
* Actually makes the ripple start after the lying down animation is over
* Fixes the stasis ripple not playing in a loop and the unusually-slow stasis bed lying down animation
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Adds Cargorilla (#67003)
* Adds cargorilla
* working cargorilla
* Tweaks to control + jobs and stuff
* Sleep
* Probably don't leave in debug
* el sanity
* el change them to use globals, el refactor
* Does this fix it?
* Ah, okay
* el copypaste
* el mapload vars
* ready to ship
* Adds Cargorilla
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* When AI rolls "Unique AI" station trait, upload modules won't be available until research, and research requires more points. (#66633)
Rolling unique AI station traits removes boards from map and changes research costs of other lawsets.
* When AI rolls "Unique AI" station trait, upload modules won't be available until research, and research requires more points.
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Add new H.E.C.K. suit GAGS sprite, recolorable via spray can (#67217)
imageadd: The H.E.C.K. suit has a new sprite. (by Meyhazah)
add: You can now use a spray can to completely recolor the H.E.C.K. suit.
* Add new H.E.C.K. suit GAGS sprite, recolorable via spray can
Co-authored-by: Urumasi <Urumasi@email.cz>
* Fixes Nullwave Vibrato triggering a chaplain's own antimagic. Also genericizes musical sect code slightly. (#67266)
Goes through and genericizes sect music effects slightly. As it stood pretty much all of them were copy+pastes of one another, with some minor changes, so making them one unified thing is cleaner.
* Fixes Nullwave Vibrato triggering a chaplain's own antimagic. Also genericizes musical sect code slightly.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* removes atmos history (#67317)
Removes one unused global list and removes the other one that was used only 3 times.
* removes atmos history
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Continues removing unnecessary species names of bodyparts in visible messages (#67254)
* removes some more unnecessary species mentions from bodypart messages
* Continues removing unnecessary species names of bodyparts in visible messages
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* fixes small zparallax bug (#67244)
fixes an issue where if you attempted to regain control of your initial body after possessing another body it caused a stack trace due to MOB_LOGIN signal not being unregistered
(This was tsu's fault, introduced in a9d8be4d16)
* fixes small zparallax bug
Co-authored-by: magatsuchi <88991542+magatsuchi@users.noreply.github.com>
* Hoop, Shoot, Ball. A New Emergency Shuttle For All. (#67061)
* Hoop, Shoot, Ball. A New Emergency Shuttle For All.
Heya there,
Given the recent hype around basketball (no idea what that's about), I decided to try my hand at making a new emergency shuttle built around a full(ish) scale replication of a basketball stadium! Check it out!
Pretty nifty, eh? I'm fond of it. I spent a while doing the decalling, and I found it to be rather fun. Do keep in mind that the rest of the shuttle is rather "shitty" but it's social commentary don't worry about it.
* Hoop, Shoot, Ball. A New Emergency Shuttle For All.
Co-authored-by: san7890 <the@san7890.com>
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
* [MDB IGNORE] More /area/ typepath organization and cleanup
* wew
* e
* Update CentCom_skyrat.dmm
* wew
* ews
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* [NO GBP]Fixes stopping, dropping and rolling not extinguishing your clothing (#67096)
* Resisting out of fire now makes your clothes stop being on fire, too.
* [NO GBP]Fixes stopping, dropping and rolling not extinguishing your clothing
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Silver slime food is now toxic(causes disgust when eaten), as it's not real food. (#67181)
Silver slime food is now toxic, as it's not real food.
* Silver slime food is now toxic(causes disgust when eaten), as it's not real food.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Fixes the exploit allowing you to stack up absurd mood bonuses using the Holodeck pet garden. Petting 10 animals no longer counts as individual mood bonuses, and will instead replace eachother. (#67178)
Fixes the exploit allowing you to stack up absurd mood bonuses using the Holodeck pet garden
* Fixes the exploit allowing you to stack up absurd mood bonuses using the Holodeck pet garden. Petting 10 animals no longer counts as individual mood bonuses, and will instead replace eachother.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Adds Puzzgrid smite to trap enemy gamers in a fiendishly hard puzzle (#66855)
* Puzzgrids
* Adds Puzzgrid smite to trap enemy gamers in a fiendishly hard puzzle
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Makes Cultist Summoning Nar'Sie An Important Announcement (#67143)
Hey there,
I first noticed this about three months, but I was pretty pleased about it since I was a cultist. I decided that today I should
Fix #Issue
It just makes it an important message, so that it will indeed reveal the location that the cult is summoned, and won't be muffled by that good-for-nothing potato-chip-eating centcom intern.
* Makes Cultist Summoning Nar'Sie An Important Announcement
Co-authored-by: san7890 <the@san7890.com>