* Placing things in a paperbin actually plays sounds. (#81974)
## About The Pull Request
In contrast to my previous pr:
Really just changes the `user.transferItemToLoc(...)` used for
transferring paper to the bin to have a `silent = FALSE` parameter.
Also did it for pens for good measure, though I believe most pens don't
have such sounds yet.
## Why It's Good For The Game
Placing paper on a table makes sounds, placing paper in a bin makes no
sound. This feels awkward.
This changes that to actually make a sound.
Also adds `silent = FALSE` to placing pens on it for good measure,
though most pens don't have such sounds yet.
## Changelog
🆑
sound: Placing paper in a paperbin is no longer silent.
/🆑
* Placing things in a paperbin actually plays sounds.
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
* You can do more things while floored (#81641)
## About The Pull Request
While on the floor, you can:
- Use the UIs of Atmos machinery (except thermomachine and bluespace gas
vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins
- Close extinguisher cabinets with Right-Click
- Click and drag yourself onto a photocopier to climb onto it.
I also changed all instances of ``ui_status`` to have all the args it's
being passed, I was messing with it a bit but it's gonna be for a later
PR.
## Why It's Good For The Game
It's an extra layer of harmless realism, also nice QoL for people who do
not have functional legs and do not have a wheelchair.
## Changelog
🆑
qol: You can use atmos machines, holopads, crayons, spray cans, and
disposal bins while floored.
fix: You can close extinguisher cabinets while floored.
fix: You can climb onto a photocopier from the floor.
/🆑
* You can do more things while floored
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Fixes some issues with paper planes (#81453)
1. paper's examine was defined twice, which made spacemandmm throw a
minor notice about
2. paper's altclick had a second arg for some item, which would never be
the case because that's not a real arg
3. there was a check for src's type, now just removed to the type's
altclick
4. some papercode was sitting in paper plane code file, now moved
the rest is misc changes such as replacing camelCase and using SECONDS.
None of this is player-facing but it's updating some rather old code to
more modern code standards.
Nothing player-facing.
---------
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* 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>
* Fixes complex lights not handling moving well, renames lighting defines (#81423)
## About The Pull Request
[Fixes static lights not
moving](ffef43c05a)
Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.
[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)
People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome
## Why It's Good For The Game
Closes#80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
* Oh well
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**
Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared
This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.
The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.
Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.
Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.
Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.
**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.
Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.
This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.
This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.
On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.
- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.
Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.
Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!
All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.
Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.
Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.
In addition, all borgs and AIs can interact with the BRM for boulder
collection.
Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.
Mechs can also manually process boulders, similar to mining tools using
their drill.
Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:
- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.
The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.
As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.
Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.
- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**
I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.
Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.
Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.
By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see
gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.
Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.
🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* The Coupon Master PDA app (#80240)
## About The Pull Request
This PR adds a new PDA program to the supply category, which allows
users to redeems coupons for various cargo packs (mostly goodies), like
the ones also found at the bottom of cig packs.
How it works is fairly simple:
- Once installed, the modular computer subsystem will periodically, at a
3-5 minutes interval, generate a coupon code datum associated to a plain
text code, which is sent out to everyone with the program installed.
- The user can then open the program and insert the text into an input
box to redeem the coupon code, which is then associated with their bank
account.
- He will then have to find a photocopier, and tap it with the PDA to
print the coupon. Only one coupon can be printed. Photocopier fees
apply, so it'd cost 5 creds to the average assistant to print the
coupon.
- He can then insert the coupon in a cargo console and order/reuest the
associated pack (same deal as cig coupons).
- Some coupon codes however, especially those with juicer discounts,
will expire after a while if not printed.
Albeit mostly innocuous, the program provides negative Detomatix
resistance, slowly fills the computer file storage with trash files with
each redeemed coupon, and halves the download speed of new apps. Not
really the cleanest ware out there.
This PR also extends coupons to several non-goody packs, since they have
been privately buyable for over the last couple years now. Some packs
get discounts less frequently however, with those in the uncommon
category being roughly 1 in a 12 chance and the rare being 1 in 50.
Here's a screenshot of the UI (outdated, I've reduced the height from
500 to 400 and the notice box tip to specify the right click):

Fun fact: Right now, the odds of a 75% discount coming from the Coupon
Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while
that of a 50% for the same pack, from a cig pack coupon are 0.0042%.
## Why It's Good For The Game
These last couple days I've been wanting to test myself at making simple
UIs, as well as contributing to the modular computers feature, which has
started to become pretty neat ever since PDAs were reworked into a
subtype of it.
Beside, coupons are a very small feature limited to the bottom of
cigarette packs (also possibly cursed) in the current state of affairs.
Cargo is filled with packs that are niche or fluff. Modular computers
also has those little things that, while interesting, do not contribute
a whole lot. Maybe this is one of them, but I guess free* coupons are
always a big W.
## Changelog
🆑
add: Added the 'Coupon Master' program for the PDA. Install it to
receive periodical, redeemable coupons for several cargo packs. Requires
NTnet connection and the messenger enabled to work.
add: Coupons are no longer only limited to goodies, but may also apply
discount to some other packs as well.
/🆑
<sup>*minus the photocopier fee</sup>
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* The Coupon Master PDA app
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (1e76fd70b4) was not
compatible with master but no one said anything on the PR so i got
jebaited into merging it. The code should be up to the same standards
per the documentation I read (preventing thwacking the target in certain
situations while not returning anything in other situations)
master will definitely compile now though
* Patches up merge skew
* Merge conflicts
* Modular adjustments
* Removes this entirely duplicated proc...
* Update tool_override.dm
* Update weldingtool.dm
* Update tool_override.dm
* Update tool_override.dm
* Nope. Copy paste begone.
A skyrat edit is so much easier to deal with here
* Update brand_intelligence.dm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Retools `renamedByPlayer` into TRAIT_WAS_RENAMED (#80013)
## About The Pull Request
On the tin, this lived on the `/obj` level and polluted a lot of stuff
even though only a very small fraction of stuff actually leveraged it.
Let's make it a trait for that boolean-like behavior so I can be happier
scrolling through view-variables with less non-necessary things.
I wish we could tie it to unique sources but that whole drinking glass
thing makes me suspicious of weirder things so I think the way we do it
(source being a `REF()` to the thing itself) is probably fine enough for
the time being.
## Why It's Good For The Game
Same behavior one can expect but just a bit cleaner on the backend.
## Changelog
Nothing that particularly concerns players.
* Retools `renamedByPlayer` into TRAIT_WAS_RENAMED
* Update Blueshift.dmm
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* [NO GBP] Makes dart insert projectile var modification code slightly better (#79886)
## About The Pull Request
Ninja told me that I shouldn't use a signal to get the variable
modifiers that a dart insert applies to its projectile. When I asked if
using a callback passed as an initialization param was okay, Potato told
me it was better.
## Why It's Good For The Game
Less code smells.
## Changelog
No player-facing changes.
* [NO GBP] Makes dart insert projectile var modification code slightly better
---------
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Different pen types have unique behavior when used in foam darts. (#79587)
## About The Pull Request
This PR makes the following changes:
- Refactors inserting items into foam darts into a component on items
that can be inserted into darts
- Adds the aforementioned component to pens
- Provides an inspection tip for how to modify a foam dart
- Gives different pen types specific behavior when used in a foam dart
Pens typically give a foam dart 5 brute and 50% embed chance (affected
by falloff). The following types of pens give the specified properties
(usually directly derived from the pen's stats and additional
functions):
- Red pen (and four-color pen set to red): Slightly faster dart
- Captain's fountain pen: Slightly faster dart, and 75% base embed
chance
- Sleepypen: Tries to inject its reagents into the hit mob, but doesn't
penetrate thick clothing like syringe guns do
- Energy Dagger: 35 brute, 100% base embed chance, and slightly faster
dart
- Survival Pen: Mines rocks on impact
- Fine Tip Pen (if someone somehow manages to get one): 100 bare wound
bonus and 9000 demolition modifier
## Why It's Good For The Game
Expands the emergent gameplay possibilities of using pens in foam darts.
While there are balance risks involved with traitors being able to buy
the equivalent of reusable 45u syringe shots and 35 brute bullets, you
are not likely to get your pen back once it hits its target, unless you
somehow have the recall spell and have bound the pen to it. There are
probably more TC-efficient ways to achieve comparable projectile
weaponry, but foam dart guns have an air of subtlety to them... at least
until your skin is pierced by a pointy writing implement that may also
be something more deadly. If maintainers still have balance concerns,
please let me know.
## Changelog
🆑
add: Certain types of pens now function like you expect they would when
inserted into a foam dart
qol: Examining a foam dart closely will show you how to modify it, or
what it is modified with
/🆑
* Different pen types have unique behavior when used in foam darts.
---------
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Add error logging for when `send_fax_to_area` is given a non-existent area (#79670)
## About The Pull Request
`send_fax_to_area` had no handling for when the currently loaded map
does not have the area passed to it, leading to a runtime when the fax
item is force moved to nullspace where the fax currently exists. This PR
just adds some extra map logging to make mappers aware of the map error
and then it early returns, hopefully leaving the fax machine to GC.
This is intentionally not a ST because mapping logs are much quieter
than an ST and there are some realistic cases where the currently loaded
map does not have a given area.
## Why It's Good For The Game
Fixes#79668
fastest fingers in the west
## Changelog
🆑
fix: Fixes a runtime when the radioactive nebula trait runs with a map
that has no virology area.
/🆑
* Add error logging for when `send_fax_to_area` is given a non-existent area
---------
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
* Code compression for reagent holder. Lowers plumbing reaction chamber tick usage (#79686)
## About The Pull Request
More code improvements for reagent holder. As you can see it removes a
lot more code than it adds so code savings are significant. This does
not touch on any floating point arithmetic, all that is behind us, this
focuses on removing redundant procs and merging existing procs to
achieve the same functionality so if you do see any changes in reagent
related behaviour it's not intentional and should be reported as a bug
here.
The following code changes can be summarized into points.
**1. Removes procs `get_master_reagent_id()` &
`get_master_reagent_name()`**
Both of these procs have the exact same functionality as
`get_master_reagent()` with the only exception of returning a different
value. Instead we can just call `get_master_reagent()` directly and
infer the name & type of it ourselves rather than creating a wrapper
proc to do it for us, therefore reducing overall code
**2. Removes & Merges `remove_all_type()` proc into `remove_reagent()`**
The proc `remove_all_type()` is highly inefficient, it first uses a for
loop to look for the reagent to remove & then it again calls
`remove_reagent()` on the reagent once it has found it. We can just
embed this functionality directly into `remove_reagent()` by simply
adding an additional parameter `include_subtypes`. This way the
operation is faster, and we reduce the code to get the job done. Also
now `remove_reagent()` will return the total volume of reagents removed
rather that a simple TRUE/FALSE
**3. Removes & Merges `trans_id_to()` proc into `trans_to()`**
Both these procs have the same job of transferring either a single
reagent or all reagents. `trans_id_to()` is a scaled down version of
`trans_to()` because
- It does not have any `method` var. This means if you want to transfer
a single reagent to a mob/organ or any other object it does not have the
functionality to expose the target to that transferred reagent.
- It does not have a `multiplier` var to scale reagent volumes
- It does not have code to deal with organs or stop reactions i.e. it
does not have the `no_react` var.
We can overcome all these short comings by simply adding an extra var
`target_id` to specify what specific reagent to transfer therefore
attaining the same functionality while keeping the benefits of
`trans_to()` proc therefore reducing overall code
**4. Lowers plumbing reaction chamber tick usage for balancing ph.**
Rather than invoking a while loop to balance ph it's much easier for the
player to simply make the reaction chamber wait for e.g. add a reagent
that will never come. This will make the chamber wait therefore giving
the reaction chamber ample time to correctly balance the ph and then
remove that reagent from the list therefore getting correct ph levels.
No need to create code hacks when the player can do it themselves so
the while loop has been removed
## Changelog
🆑
code: removed redundant procs `get_master_reagent_id()` &
`get_master_reagent_name()`
code: merged `remove_all_type()` proc with `remove_reagent()` now this
proc can perform both functions. `remove_reagent()` now returns the
total volume of reagents removed rather than a simple TRUE/FALSE.
code: merged `trans_id_to()` proc with `trans_to()` now this proc can
perform both functions
refactor: plumbing reaction chamber will now use only a single tick to
balance ph of a solution making it less efficient but more faster. Just
make the reaction chamber wait for longer periods of time to accurately
balance ph
refactor: reagent holder code has been condensed. Report any bugs on
GitHub
/🆑
* Code compression for reagent holder. Lowers plumbing reaction chamber tick usage
* Modular update
* Update alcohol_reagents.dm
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Intercom Resprite and Tweaks (#78366)
## About The Pull Request
Changes the sprites of the Station Intercom, Command Intercom, and
Prison Intercom to the next ones:



Now Station Intercom and Command Intercom descriptions are changed to
tell more about their real functionality.
Command Intercom now has High-Volume settings like heads headsets.
There is now a memo with frequencies of every channel on the station,
the memo is placed near the Command Intercom and in the
Telecommunications Room.
## Why It's Good For The Game
Intercoms are part of the "old wall-mount" sprites that were never
touched, besides the brief addition of overlays.
Replacing them to design more familiar of other wall-mounts will make it
less ancient.
Making the Command Intercom and Prison Intercom look unique ensures
players (especially new ones) can distinguish them by just glancing
without needing to examine them.
The Command Intercom having a High-Volume setting makes it even more
unique as an item that is only met in one room at the station, also
makes any Command orders given through an intercom (during
Telecomunnications outages) more noticeable.
The description change gives more useful information about Station
Intercom and Command Intercom. Now players (especially new ones) can
understand that Station Intercoms are usable during telecommunications
outages, and Command Intercoms can be set to any frequency.
The memo will help players (especially new ones) understand what numbers
they should input to access certain channels using Command Intercom, as
right now, the only way to find out the frequencies is through wiki or
directly checking servers.
<!-- 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
🆑
qol: The Command intercom now has a High-Volume setting like command
headsets
qol: A memo telling frequencies of station radio channels are now
present near the Command intercom and T-Comms room
image: Station, Command, and Prison intercoms have received new sprites
spellcheck: Station and Command intercom descriptions have been changed
to tell about their functionality
/🆑
* Intercom Resprite and Tweaks
* Update intercom.dmi
---------
Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc (#79024)
## About The Pull Request
- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
- Fixes silicons sparking off when hit by disabler fire.
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
- The Sleeping Carp deflection is now signalized
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.
## Why It's Good For The Game
This is cringe.
1863eb2cd8/code/modules/mob/living/carbon/human/_species.dm (L1430-L1442)
Bullets should overall act more consistent across mob types and objects.
## Changelog
🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑
* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc
* Modular changes
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Paper bins behave properly when dumping their contents. (#78702)
## About The Pull Request
Fixes#78696
`dump_contents()` for paper bins was never updated to match the refactor
in #69586. This meant that it didn't work at all, dumping only
initialized sheets of paper and not removing references to them from the
bin itself. Most tangibly, this means that cutting open a natural bundle
of paper deletes all of the paper along with the object.
The paper bundle problem is now fixed. I don't know if there's actually
any way for a regular paper bin to dump its contents, but it works
properly regardless.
## Why It's Good For The Game
Dumping the contents out of something should dump the contents out of
that thing.
## Changelog
🆑
fix: Cutting open a hand-pressed paper bundle no longer deletes all of
the paper.
/🆑
* Paper bins behave properly when dumping their contents.
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
* Fixes Multitool Buffer Clearing and Adds Multitool Linking Balloon Alerts (#78309)
## About The Pull Request
I was working on a feature that required the buffer of a multitool to be
cleared out after linking two devices, when I noticed it wasn't possible
to clear the multitool's buffer. The change to multitools in #77639 made
it impossible to set the buffer of a multitool to null without
destroying the stored object, yet many objects still tried to have the
multitool clear it's buffer after a successful linkage. This creates a
new proc, clear_buffer() dedicated just to clearing the buffer of a
multitool.
Also made all of the multitool linkage messages balloon alerts.
If there's any issues or things I can improve please let me know, I'm a
bit new to BYOND and DM but I'm working on learning so I can make some
more ambitious projects! _(I think I got the signaling right)_
## Why It's Good For The Game
Some objects aren't meant to be saved in the multitool's buffer after
the initial linking, this should fix that.
Also balloon alerts are nice.
## Changelog
🆑
fix: Nanotrasen has finally recalled their faulty multitools and
replaced them with working ones! The multitool's buffer now properly
clears itself.
qol: Moved multitool link messages to balloon alerts
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Fixes Multitool Buffer Clearing and Adds Multitool Linking Balloon Alerts
---------
Co-authored-by: Moose1002 <33578674+Moose1002@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Adds a new component so that items that are "attached" to walls will now drop/deconstruct on turf destruction. (#77417)
## About The Pull Request
Adds a new component, called wall_mounted, which applies on the
wallframe objects on construction, as well as a number of wall frame
objects and structures to cover mapped in, roundstart objects of the
like.
I might have forgotten a few, but this covers the vast majority that
players will run into in a given round.
This will cover wall destruction, turf explosion, the whole nine yards,
and call that object/structure/machine's deconstruct proc. We have some
special handling for intercoms as well since they're apparently items.
So most basic case is this: You have a wall. that wall holds a sign. If
you examine the wall, it tells you that the wall is currently supporting
the **Example Sign**. It tells you that if the wall is damaged or
destroyed, the sign will **fall off the wall.** So, if you were to
welder, bomb, or hulk your way through that wall, it would call the
deconstruct() proc on that sign, and fall off the wall, leaving an item
sign at the foot of the wall.
## To-Do
- [x] Stop breaking all wallmounts when operating shuttles (Signal
conflict with COMSIG_TURF_CHANGED 😔)
- [x] Confirm that the ~~deconstruct~~ designated proc of each wallmount
falling is sane for the intended object
- [x] Clean up the contents of the wall_mounted component to reduce
copy-paste on object init.
- [x] Add it to more stuff that may just not have a directional helper?
- [x] ~~Change how APC construction is handled to make it easier!~~
- [x] ~~Don't accidently nerf malf AI into the ground I guess~~
## Why It's Good For The Game
Closes#22283.
Helps close more of #47526.
Closes#54983.
Closes https://github.com/wall-nerds/wallening/issues/90.
All of these objects are "wall mounts". It stands to reason that they're
mounted to the walls they appear to be attached to. This attempts to
rectify them by giving them a turf link to the turf they're mounted to,
and then upon changes to that turf, dropping or breaking that object.
It'll need a little more polish to get to 100%, since I can see a few
more issues to iron out first, but I'm dropping this here for now to get
some feedback and put some fire under me to get this completed.
## Changelog
🆑
add: Wall mounted objects (Things like APCs, Air Alarms, Light switches,
Signs, Posters, Newscasters, you name it) will now fall to the ground
and break or deconstruct when their attaching wall is changed or broken.
/🆑
* Adds a new component so that items that are "attached" to walls will now drop/deconstruct on turf destruction.
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support
* Wound refactor two compatability (#23618)
* Delam emergency procedure moth (#23483)
* safety moff
* delta/whitespace/examine
* icebox
* moff poster
* moff poster
* Update DelamProcedure.tsx
* Update scram.dm
* sound plays during warning
* remove nightshift, theres already a global proc
* scrubber hint
* missed that define
* Apply suggestions from code review
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* covered by ui_interact
* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Automatic changelog for PR #23483 [ci skip]
* Automatic changelog compile [ci skip]
* [non modular] disables TG "hold up" for the foreseeable future (#23607)
Update gun.dm
* Automatic changelog for PR #23607 [ci skip]
* [MIRROR] Desouls Hivelord [MDB IGNORE] (#23609)
* Desouls Hivelord (#78213)
## About The Pull Request

Replaces the sprite of the hivelord with a new one, in my continuing
quest to annihilate the old asteroid mob sprites.
A (never completed) asteroid mob resprite was actually my first PR, this
one is my 200th.
I am also planning on fucking with basic mob versions of these mobs some
time but the sprites can be atomised out.
In addition to replacing the old-ass MSPaint sprites, this PR also adds
a short death animation effect to the hivelord brood (from hivelords or
legions) which looks nicer than them just vanishing instantly upon
death.
Look at this video for an example of the animation:
https://www.youtube.com/watch?v=cKaskN5-y2A
## Why It's Good For The Game
Looks nicer.
## Changelog
🆑
image: Hivelords have a new sprite.
image: Hivelord and Legion brood have a death animation.
/🆑
* Desouls Hivelord
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Automatic changelog for PR #23609 [ci skip]
* [MIRROR] Updates chem factory tank sprites [MDB IGNORE] (#23608)
* Updates chem factory tank sprites (#78209)
Updates chem factory tank sprites.
* Updates chem factory tank sprites
---------
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* [MIRROR] Rice Dough can be made in a beaker [MDB IGNORE] (#23611)
* Rice Dough can be made in a beaker (#78062)
## About The Pull Request
Rice dough can be made in a beaker using 20u of Rice Flour and 10u of
Water. 10u of Rice Flour is made from 5u of Rice and 5u of Flour. Rice
dough can still be crafted manually using the crafting menu and the
original recipe.
## Why It's Good For The Game
Cooks can sometimes get swamped with work, especially on a high-pop
shift or when there are no botanists. By making rice dough more
convenient to make, cooks don't need to spend as much time in the
crafting menu.
Rice Flour is made from mixing equal parts Rice and Flour. Since no
recipe other than Rice dough uses both Rice and Flour in it's Recipe, it
should be fine to turn those regents into the intermediate reagent "Rice
Flour".
Fixes#77966
## Changelog
🆑
qol: Rice Dough may be made in beaker instead of being crafted, but the
rice and flour must be added first
/🆑
* Rice Dough can be made in a beaker
---------
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
* Automatic changelog for PR #23608 [ci skip]
* Automatic changelog for PR #23611 [ci skip]
* f
* awda
* unused type!!!
* Apply suggestions from code review
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* oh hey unused defines! bye
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
* [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds
* ah fuck it
* test
* edaawdawd
* Revert "edaawdawd"
This reverts commit 47be710fe61a1f4ca79212b29b3e88bf05ec9a3a.
* nothing but sheer hatred
* freaawd
* dzfxg
* Fixing some diffs here while we are at it.
* These are deprecated and should be removed
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: nikothedude <simon.prouty@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Remove unused override comments and fix a few I found
* remove lighting icon overrides (obsolete)
* remove laz/borg overrides (obsolete)
* Remove the catch-all e-gun override, manually overrides the two severely out of date sprites that we ACTUALLY have updates for
* oop
* removes obsolete surgery table sprite (probably technically too close to Bay's to be using actually)
* Love un-updated pathing
* oop
* this back icon wasn't even on this gun ever was it
* didn't notice this override >:(
* MODLink System (+ NWTLMM) (#77639)
## About The Pull Request
A pact made with `@ Kapu1178`
Small changes you should not care about:
RD MODsuit outfit (admin only) no longer has a beret that blocks the
activation of the suit
The beret used by death squad officers no longer is blocked from being
put on a hat stabilizer module
Admins can now Shear matrices of objects in Modify Transform
Multitool buffers have been a little refactored to use a setter proc
that saves them from causing hard dels
Cooler stuff:
A revival and remake of [Nobody Wants To Learn Matrix
Math](https://github.com/tgstation/tgstation/pull/59103), this time with
additional tooling for quick matrix calculations.

The MODLink system, available through every MODsuit and MODLink scryers
(a neck item obtainable from advanced modsuit research or
charliestation)
Let's you make a holographic call with any other MODLink user, where you
can chat in realtime and see what's up with em


## Why It's Good For The Game
Adds a fun way for the crew to communicate with each other that can be
done in real-time with relative privacy compared to radio.
## Changelog
🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato)
fix: RD MODsuit outfit (admin only) no longer has a beret that blocks
the activation of the suit
fix: The beret used by death squad officers no longer is blocked from
being put on a hat stabilizer module
admin: Admins can now Shear matrices of objects in Modify Transform
admin: Admins now have access to Test Matrices in the VV dropdown, an
all-in-one tool for editing transforms.
add: MODLink system, available through scryers (from RnD and Charlie
Station) and through MODsuits. Lets you call people with holographs!
/🆑
* MODLink System (+ NWTLMM)
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* BSA Supplies Cargo Crate now comes with a guide paper (#77371)
## About The Pull Request
Wrote up a small step by step guide to assembling the bsa, in case
someone isn't really sure since it's a bit different from building a
normal machine.

## Why It's Good For The Game
Makes it easier to build for people that don't know how, I feel like
that's probably a good thing.
## Changelog
:cl:Senefi
qol: Bluespace Artillery Cargo Crate includes a guide paper for how to
assemble it.
/🆑
* BSA Supplies Cargo Crate now comes with a guide paper
---------
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
* Improves the RPG loot wizard event. (#77218)
## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.
Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.
Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura
## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use
It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.
## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Improves the RPG loot wizard event.
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* [NO-GBP] Warns viro of radioactive resonance absence (#77119)
There was no in-game way for the viro to know the radioactive resonance
sympton couldn't be rolled (during rad nebula)
Now it sends a fax to the virologist, or if there's no fax it sends a
supplypod straight at the virologist with a fax machine and then sends
the fax
🆑
qol: The virologist is warned when radioactive resonance cannot be
obtained
/🆑
* [NO-GBP] Warns viro of radioactive resonance absence
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
* Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types
* Resolve merge conflicts
* Modular adjustments
* destroy this double return on destroy
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts
* Update communications.dm
* Modular override
* Some modular adjustments, removes 'emagged' vars in favor of obj_flags
* whoops, mobs don't have obj_flags.
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* the fortunate cookie drop the future (#76725)
## About The Pull Request
## Why It's Good For The Game
the fortunate cookie was dropped a blank paper but now he will drop the
future and he will dont drop a empty paper anymore.
## Changelog
the fortunate cookie was dont working because he was dropped a empty
paper but he will now dropped the future letter to tell the eater his
future.
🆑
fix: the fortunate cookie dont dropped a empty paper anymore.
/🆑
* the fortunate cookie drop the future
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* Simple suit storage fixes (#76267)
## About The Pull Request
Makes toys, stamps, and spacecash invisible in suit storage, fixing some
missing textures
adds stamps to the allowed suit storage items for hop, qm, and cargo
wintercoats
## Why It's Good For The Game
The /datum/unit_test/suit_storage_icons failure list is awfully long,
and while some of them require more thoughtful fixes, just these couple
of lines clears more than 100 lines from the failure list.
While I was here I added the stamps to the allowed suit storage for hop,
qm, and cargo wintercoats cause that seems fair
## Changelog
🆑 Seven
fix: toys, stamps, and spacecash no longer has a missing texture when
put into suit storage
qol: stamps are now allowed suit storage items in the hop, qm, and cargo
wintercoats
/🆑
* Simple suit storage fixes
* Fixes the issue with tennis balls not showing up properly
---------
Co-authored-by: Lufferly <40921881+Lufferly@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* 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>
* [NO GBP] Fixes papercutter's Exited() proc (#76153)
## About The Pull Request
#76131 was merged instead of drafted when asking for this change
Look at this the items get removed right yippee yahoo

## Why It's Good For The Game
~~maintainer told me to~~ Makes removing stuff from the cutter actually
work right
## Changelog
No player-facing changes
* [NO GBP] Fixes papercutter's Exited() proc
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
* Robust Photocopiers + Adds the Access Request blank (#76048)
## About The Pull Request
Currently, photocopiers parse the `blanks.json` file in `ui_data` and
send the entire thing to the client. Then, the client sends the entire
blank back to the server to commit it into the paper, in raw form. This
is a detriment to server performance. This PR puts paper blanks into a
global associative list that uses the `code` field as an index.
Printer toner color for some reason would check if the charges were
below 10, even though default cartridges only go up to 5. The value has
been changed to 2, which is still a high number. Toner cartridges are
scams.
Also photocopiers now have to hold actual paper and no longer
materialize it out of thin air. It's done similarly to paper bins, where
there is a starting integer value dictating how much paper is inside so
paper is lazily loaded into existence, as well as a paper stack list
that holds newly inserted paper. Photocopier paper starts out at 30 and
can go up to 60.
Additionally, the photocopier copying loop has been refactored to be a
lot more sane. The previous version ~~ab~~used timers for copying,
making a timer for each i interval to num_copies. I changed it to be a
proc that loops from i to num_copies, sleeping for a short amount of
time whilst playing a sound. This is a lot tidier and nicer since we
don't deal with timers, plus we get to play a printing sound too.
`make_thing_copy` now works by returning the copied object, or null if
something went wrong, so we know when to continue or exit.
This PR refactors UI code so entire blanks aren't sent to the client,
instead relying on the IDs for the blanks. Also, photocopiers now store
actual paper and also run out of it instead of materializing some out of
thin air.
Also, while I am already editing `blanks.json`, I added the Access
Request blank because people asked me to.
I can revert the config changes if it's too much of a hassle.
<details>
<summary>Screenshots/Me testing a printer for 5 minutes</summary>

https://github.com/tgstation/tgstation/assets/47710522/11c4b63b-7cfc-4425-96c6-970d4a5f51cahttps://github.com/tgstation/tgstation/assets/47710522/2f7a4a15-3400-49f3-9aca-c4d04c886bechttps://github.com/tgstation/tgstation/assets/47710522/14afe7d9-53ea-4d17-870f-1e90319284eb
</details>
<details>
<summary>Access Request form</summary>



</details>
## Why It's Good For The Game
Speeb. Also having photocopiers relying on an ingame stock of paper is
also very cool.
## Changelog
🆑 distributivgesetz
add: Photocopiers now use actual paper instead of materializing it out
of thin air.
add: Adds the "Access Request" form.
refactor: Greatly improve the reliability and performance of
photocopiers.
qol: Changed the blanks so they look nicer, whilst also fixing the
lawsuit request form.
qol: Nanotrasen's bureaucracy division has ""improved"" the quality of
their printer toner after many complaints from furious customers.
/🆑
* Robust Photocopiers + Adds the Access Request blank
---------
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
* Fixes several issues and a runtime with paper cutters (#76131)
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## About The Pull Request
Was meant to just fix a runtime in the context screentips for
papercutters but now I've got several things fixed:
- Fixes context tips runtiming
- Fixes some context tips that just didnt ever appear
- Fixes the icons not updating when removing papers/blades
- Moves the blade to an overlay
- Adds a list of blocked paper types that don't fit: paperslips, NSpect
inspections, calling cards, pamphlets, and sparring contracts
- Fixes papers and blades not actually removing when removed
- Fixes being able to add papers when one is already inside
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## Why It's Good For The Game
Fixes
https://github.com/tgstation/tgstation/assets/76465278/c30127d3-24b0-4a1d-8272-76af68b24469
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## Changelog
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🆑
fix: fixed the context tips on papercutters
fix: fixes papercutters not properly updating their icons, removing
their stored papers/blades, and eating papers when one is already stored
/🆑
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* Fixes several issues and a runtime with paper cutters
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
* Fix Biscuit (paper) hard delete (#76097)
## About The Pull Request
`contained_slip` is a reference to one paperslip in the "folder"
contents, when said slip was removed and eventually deleted caused a
hard delete.
## Why It's Good For The Game
Hard deletes bad
## Changelog
🆑 Melbert
fix: Fix Hard Delete from the captain's spare ID code paper
/🆑
* Fix Biscuit (paper) hard delete
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Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>