* Pepper spray module for sec modsuits, Atmos resin module and nukie pyro bundle flamethrower made into module (#64934)
Pyro bundle was broken as when you brought it you would get modsuit and pyro backpack forcing you to either use armor or use backpack without fire protection(which modsuit has). Thanks to Fikou work it became a module
Anti-Tider on the other hand is rarely used(i have never seen it used when i was playing sec or observing) and needed a little buff so now it will also became a module while i will make normal Anti-Tider stream wider(still working on it).
* Pepper spray module for sec modsuits, Atmos resin module and nukie pyro bundle flamethrower made into module
Co-authored-by: Cursed <47064429+Amrabol@users.noreply.github.com>
* Adds a trigger version of the variable setter component (#64820)
See title. Lets you use input and output signals to set variables instead of automatically setting them.
Gives more control, additionally there may be cases where you don't want this, and the normal component still exists.
They're two separate components so that the first one can be a lot more compact
* Adds a trigger version of the variable setter circuit component
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Fire breath can be used without the ability to speak (+ code improvement) (#64796)
* fire breath can be done without the ability to speak + SPELL code improvement
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Reimplements food exports. (#64207)
This PR reimplements food exports using the obj/item/food path, as was originally intended, extended through the venue_value variable that tourists use with restaurant portals. While my original PR implemented 6 tiers of food defines based on value, that would be a rather massive undertaking right now that I can't exactly afford, so I'm limiting it down to what's currently used in restaurants as those were all previously defined by food exports anyway (Nothing new).
* Reimplements food exports.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Changes how robotics control console works (#64608)
* First touch to this code for last decade
Removes remote detonation, changes the ease of use for robotics console
* Removes detonation.
Reqiested by kyler
* fixes description
* Back to robotics it is
* required changes
* Changes how robotics control console works
Co-authored-by: Kubisopplay <38842052+Kubisopplay@users.noreply.github.com>
* Actually fixes illegal tech. (#64696)
I had been pinged on the chat a few days ago about the Illegal tech node being still unobtainable, so I checked the code again and found out, to my surprise, that the SStraitors doesn't actually initialize and the list is actually populated on /datum/assets/json/uplink during the initialization of SSassets.
Thankfully enough, it doesn't seem assets registration is asynced, so simply changing the accessed object from SStraitors to SSassets in a few lines should be enough.
* Actually fixes illegal tech.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Mining MODsuit Rework (#64688)
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags
Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:
Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
* Mining MODsuit Rework
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Adds basic list manipulation and fixes some performance issues with lists in integrated circuits (#64541)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Adds basic list manipulation and fixes some performance issues with lists in integrated circuits
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins. (#64643)
* Makes used grenades slightly more obvious.
Adds a variable to tell whether a grenade can't detonate properly.
Examining can be used to tell if the grenade has already been used.
A flag on it is set when the grenade detonates so that used grenades can't be reused until it's reset.
It also prevents spamming admins with grenade primed messages since there's no point if the grenade won't work.
* Changes dud var to dud flags.
Changes the name of the dud var to dud_flags to clarify that it is a set of bitfields.
Changes the default value of the dud var to NONE also to clarify that it is a set of bitfields.
Changes the documentation for the dud var to clarify that it is a set of bitfields.
* Fixes eternally armed dud grenades.
Makes the grenades reset their appearance if they reach the end of their fuse while a dud.
Prevents chemical grenades from staying in the 'i am armed' visual state forever.
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Refactors pay stands + custom vendors (#63889)
I am disgruntled by the way pay stations work. They're not intuitive, they're a pain to build and have no interface. Basically: They don't get made, and the potential is lost.
Pay stands => Holopay
Summoned by right clicking your ID
Disappears if the card is out of range.
New TGUI window that offers more customization
Other bundled fixes:
Custom vendors become more user friendly
Code improvement
Lots of documentation + refactoring
New bundled number input will likely take place of animated number in tgui input number
Why It's Good For The Game
More RP opportunity for players, plus bug fixes. It's now much easier for players to start their own in game business selling substances clown shoes.
Changelog
cl
code: Created a new input component that accepts only integers. More usage to come.
refactor: Pay stands are now holographic. It's 2562! Create one by right-clicking your ID.
del: Circuit boards for pay stands.
refactor: Pay stands now have their own TGUI.
fix: Custom vendors now alert you when someone makes a purchase.
fix: Custom vendors now place items in your hand when you make a purchase.
/cl
* Refactors pay stands + custom vendors
* I edited these maps in a text editor
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes the Illegal tech node being unobtainable (#64520)
* Fixes the illegal technology node not being researchable.
* litter
* Update all_nodes.dm
* Fixes the Illegal tech node being unobtainable
Co-authored-by: Ghom <42542238+Ghommie@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
* MODsuit Action Circuit Component (+ MODsuit circuit module fixes) (#63755)
This makes several small changes to the MODsuit circuit module:
Adds the MODsuit Action component. When selected, the circuit module opens a radial menu with which to select an action component to trigger.
Due to its similarity to the BCI Action component, both it and the BCI Action component have been made subtypes of an abstract equipment_action component that implements their shared functionality.
Renames the MOD component to the MOD circuit adapter core component.
Changes the "selected module" port on the MOD circuit adapter core to a string port, for consistency with the corresponding input port.
The circuit in the circuit module can be removed. Consequentually, the circuit module no longer comes with a pre-installed circuit.
The "Toggle Suit" signal port on the MOD circuit adapter core can now activate the modsuit.
Makes the circuit module printable in the component printer, for consistency.
Moves the circuit module's code to modules/wiremod, for consistency.
BCI action component properly typechecks the shell it's inserted in.
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* MODsuit Action Circuit Component (+ MODsuit circuit module fixes)
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Sign Language translation glove changes (Plasmamen & MODsuits) (#64090)
Swaps the check for the gloves for people with the tongue-tied trait into a check for a clothing-based trait.
Makes a variant of the radio gloves for plasmamen, so they can be forced to use their hands too.
Makes a MODsuit mod that lets you sign over comms when your modsuit is activated.
* Sign Language translation glove changes (Plasmamen & MODsuits)
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* MOD update: Modular Cores
* Fixing all dem conflicts
* Okay now it's going to compile too
* Fixing some Trigger() (they triggered me)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* The Detective can now print .38 Rubber at the Security Protolathe. (#63855)
* Update weapon_designs.dm
* Update all_nodes.dm
* Update all_nodes.dm
* Update all_nodes.dm
* The Detective can now print .38 Rubber at the Security Protolathe.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Circuit ID Components (#63817)
This PR adds several circuit components used for scanning and checking ID cards:
The Get ID component returns the ID the target is wearing or holding
The Read ID Info component returns the name, rank, and age registered on the ID
The Read ID Access component returns a list of all the accesses on the ID
The Access Checker component does comparisons on lists of numbers, specifically tailored for checking ID access
Due to the access checker using a similar UI element to the airlock electronics, that element has been moved to its own file in tgui/interfaces/common. This change is not player-facing.
* Circuit ID Components
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* modsuit works with speed potions + ai movement fix + file sortage (#63670)
modsuit examining now tells you about wire panels
fixes being able to remove stuff with the dna lock
fixes 63650
fixes 63633
sorts module files
* modsuit works with speed potions + ai movement fix + file sortage
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.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>
* Basic mobs can be sentience & mind transfer potioned. + simple access component (#63116)
* Basic mobs can be sentience & mind transfer potioned. + simple access component
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>