* Adds a new desk bell item, for sadists. (#67199)
It's entirely unrealistic that there isn't a way for customers to annoy the hell out of any workers they desire with the simple press of a button.
Changelog
cl Wallem
add: Adds a desk bell, so you can let the service industry know how much you truly care about their hearing.
/cl
* Adds a new desk bell item, for sadists.
Co-authored-by: Wallem <66052067+Wallemations@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>
* Refactors the forensics component into a datum
* Refactors the forensics component into a datum
* Refactors the forensics component into a datum
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Adds radial support + balloon alerts to stack crafting, cult metal now uses a radial when making buildings (#66938)
* Adds radial support to stack crafting
- uses it for runed metal
* Unit tests
* Balloon alerts and toilet lives
* Adds radial support + balloon alerts to stack crafting, cult metal now uses a radial when making buildings
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Adds small, herringbone and diagonal tiles in black, white and grey! It also includes fancy new Terracotta tiles!
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
* Most materials can be used to build most things
* Fixes the merge conflict
* Makes it so our vis_overlay1 is initialized first. It's awful but it works
* Properly fixes the CI issues with the plasma airlocks
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Makes glass floors override platings. Fixes glass floor openspace bug. (#66301)
About The Pull Request
Fixes#63868. Actual one liner fix for this one here. If this pr dies feel free to atomize this one.
AND it turns out to not be tim's fault.
Fixes#63548. But i really shouldnt say fixed. The original implementation was causing the invincible plating bug. When tim's refactor got in it instead relies on the element state, which was broken from the get go, removing the invincible plating bug which was in a sense "intended" its all messy man I hate this code. Thats why im removing the plating thing. Let the turf handle the turf change themselves this complicates things.
Mapped in glass floors have openspace (now baseturf bottom) as their baseturfs, while built ones have plating under them. Which doesnt make sense to be honest. Why would things be visible if a plating is under the glass. They are also crowbarrable on top of this, which to be fair is my main reasoning behind the PR.
To solve this, I am instead making glass floors replace the plating instead of building over it. This is made to be generalizable for every tile in game, as long as their initial baseturf is the same and the tile wants it to happen.
do after of three seconds is completely arbitrary. If any maint want it changed let me know.
Why It's Good For The Game
First one solves a bug
Second one makes more sense
And er, icebox is currently using the glass floors in sec, they can be crowbarred very easily. This might be a good idea from a gameplay perspective.
Changelog
cl
del: Removed adding glass floors to plating
balance: Allows you to replace plating with glass floors instead. 3 second timer.
del: Removed deconstructing the glass floors. No replacement for this one, use a rcd.
fix: Fixed metastation glassfloor spawning a weird turf when crowbarred.
/cl
* Makes glass floors override platings. Fixes glass floor openspace bug.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* unit test for /obj/item/stack singular_name (#66378)
Checks if all non-blacklisted stack items have singular_name set, because apparently that's pretty important
Gives it to a few ones that didn't
* unit test for /obj/item/stack singular_name
* fix
Co-authored-by: capsaicin <84609863+capsaicinz@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* New in-wall engine sprites (#64839)
adds new variants for each sized engine to look like they are in walls (basically cut down sprites with their density set to false (because they dont take up the full tiles, especially the huge engines are 3x3 but only take up 1x3, they must have no density or they block way more than they should))
before: dumb looking gap
image
after: nice clean engine (and box trams are soul filled, also, trams kinda too small to really get any sort of diagnal design working)
image
showcase of each sized thruster:
image
added new structures that act like walls but arent turfs, and can only be used (and can be used!) on trams!
comes with 3 types, iron, plastitanium, and titanium. supports more types being added if you want but these are basically all that a tram needs to use:
Untitled.1.mp4
also removed a duplicated APC in a maint on tram, and removed cycle helpers from random maint airlocks that arent actually meant to cycle (they are solo)
Why It's Good For The Game
engines are kinda too bulky and organically shaped so they dont really fit some designs such as tram as a good example, in wall designs allow you to add thrusters onto any shaped ship easily without worrying about ensuring the walls around them being shaped right, as it appears to have the bulk of the engine merged inside the wall
Changelog
cl Nari Harimoto
imageadd: New thruster sprites to allow for in-wall designs
fix: removed cycle helpers from 2 random tram maint airlocks that arent meant to cycle (solo airlocks) and a duplicated APC in tram maint
expansion: the tram now has new walls! they are structures that function like walls so as to be built on the tram, create and deconstruct via the new tram girder (screwdriver on the girder to deconstruct, there is no displaced version ie wrench)
/cl
* New in-wall engine sprites
Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* It begins.
* I should've made more commits
* Adding a new animation!
* This was a good day
* Adding the last missing items
Aka, the hydraulic clamps and the rapid mail delivery device
* It works and I couldn't be happier
At long last...
* I lied, but now it works
* Final little tweak to an icon
* Removes some unused icon_states
* Okay now everything's actually fixed and finished, minus balance changes.
* Whoops
* Fixed the shapeshifter borg and uses the RIGHT WIDEBORG SPRITES HOW DID I MISS THAT???
* Reverting the non-modular clipboard change because I actually did it upstream
* Revert "Reverting the non-modular clipboard change because I actually did it upstream"
This reverts commit bb475498d6a67410792a57e1d91ef5d2d25067dd.
* The clamps can place things on tables + adding chameleon stamp to emag modules
* Conveyors too, actually!
* I'm dumb
* Fixes to wideborgs
* Fixing the animations (thanks TG)
* No free secborgs :)
* Fixes animations and open cover sprites!
* Updates to the zoomba and MissM sprites and bounty cubes are now small, so they fit in both clamps (not even wrapped!)
* Yes I can code
* Fixes the zoomba sprites and transparency for hardlight paper planes!
* More fixes to the Zoomba icon, and to the hardlight paper planes (now it's actually transparent)
* Adds the flash because I forgor
* Exorcises copy+paste from cult building code (minor cult building refactor / repathing) (#63528)
* Building changes
* map changes
* constructs + missed subtypes
* clarify these var names
* fix path
* pls run
* generalized it a bit
* can't run that on initialize
* Exorcises copy+paste from cult building code (minor cult building refactor / repathing)
* Fixing our modular maps to account for this refactor
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
* Fixes typos in span, other html elements
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixes being able to drag lockers with no slowdown (#63527)
Fixes#56828 (Wrapping a locker to nuke the slowdown, thus living the sonic speed life you've always desired)
* Fixes being able to drag lockers with no slowdown
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Wethide now dries into leather after burning and grilling (#63198)
You can now dry wet hide (obtainable by skinning and wetting goliath plates or other animal hides) into leather by lighting it on fire (with a bonfire grill especially, though the heat of being on fire will dry it regardless of the origin of the fire)
This also means that ashwalkers will be able to obtain leather without getting power, since drying racks require power, which, as shown in #63195, is apparenly intended and not a bug.
* Wethide now dries into leather after burning
Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
* Added an examine message to wired glass tiles (#63175)
I thought that not being able to place those tiles were a bug. Seems like it's a feature.
* Added an examine message to wired glass tiles
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* Fixes yet another couple TK teleportation tricks. (#62925)
Fixes airlock notes and cloth sheets cut from gauzes being teleported to the user because of TK.
* Fixes yet another couple TK teleportation tricks.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* prison plates now include their name in a lot of places it was missing (#63068)
* prison plates now include their name in a lot of places it was missing
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Catwalk Tiles REVAMP + floorbot buff (#63016)
Requested to bring this upstream, so here we are now. The floorbot stuff is new though.
Adds new catwalk tiles that blend better with other flooring
Also does some improvements to floorbots, specifically:
-Auto-place catwalks in maints (now when they wander in there they'll actually be helpful!)
-Actually patch holes (they used to just lay a tile over space and call it good; crowbarring it up would show a lack of plating)
-Repairing floor tiles actually REPAIRS it, leaving the decals intact
More usable catwalks, rather than what we currently had.
Added new reskins of the Catwalk Tiles, which will blend better with other types of floor! These can be selected via a radial on the base catwalk tile, crafted with iron rods.
Floorbots will automatically place catwalks when they're in a maintenance area, and will repair damaged/burnt tiles rather than fully replacing them.
Floorbots will actually place a plating when repairing a breach with tiles, rather than haphazardly laying a tile that has space below it.
* Catwalk Tiles REVAMP + floorbot buff
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>