This PR is the first of a few were i'll be merging similar working gases into one.
This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases
The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?)
The PR so far:
-removed nitryl
-removed stimulum
-merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K)
-made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken
-Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas)
Less rare gases, going towards a better atmos gameplay loop
Right now you can directly place and wrench a transit tube under a few objects that are dense, this opens up a few issues, like you being able to bypass dense objects and get into places that you shouldn't with basically no effort as long as you have a RPD in your bag.
The main example of this is the brig cells, the bridge, the AI upload, the luxury area on the luxury shuttle, etc.
So a simple check was added to see if the turf has a dense object before placing a tube.
This PR #45609 (a5de1c1b5e) was IMO one of the best balance changes in the game, before it access was a meme and you could get anywhere in a few seconds by just unwrenching windows.
With a RPD you can do the same, but the worse issue is that while it takes 1 second for you to place a tube under a reinforced window, you need to fully deconstruct the window to remove it.
While you fix 1 area that the clown turned into free access, they have build 5 more.
The Hug Module from Medical and Peacekeeper Cyborgs now removes negative stats (the same as a human) from carbons when used on Mode 1. Put in a simple way, this allows the three referred Cyborg types to wake up and remove stuns from carbons with the use of their Hug Module.
I find stuffing everything in game.log is a real problem when you need to actually find useful information about what happened to a specific Silicon. It's hard to tell what happened to Silicon throughout a round, even when crossreferencing attack/game logs, so having a Silicon log for all the information related to them would be really useful.
For example, a Cyborg can spawn unlinked on Robocop, go Janitor and crowbar someone to death with a Robodoctor AI. When looking through logs, an Admin can easily assume it was a rogue Engineering cyborg who disobeyed their laws to kill someone.
This also isn't adding a whole new log file, more than it is just renaming the law log file to silicon and adding more useful things into it, so it isn't logging bloat (if that's even a concern)
About The Pull Request
Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.
This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.
Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.
Some implications of this setup were:
You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.
Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:
endless-stack-of-intercoms
Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!
Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used
Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.
Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.
tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game
fml
Changelog
cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl
This PR just fixes a small spelling error in the suicide message for the singulo toy, probably a waste of a pr but hey, I'm trying to remember how to do these and figured I'd do a quick and easy one.
The format is:
"[radio keys/language keys/etc][the say emote]*[what should be said]"
These are all valid uses:
";screams!*"
";,o taps his mic before saying*testing, testing, one two, one two."
";taps his mic before saying*testing, testing, one two, one two."
(with forked tongue) ";taps his mic before saying*testing, testing, one two, one two."
it also works when not on the radio as well of course, don't worry.
Custom say emotes, or in other words, radio emotes. The format is for example "screams and shoutsdamnit!" with any relevant radio keys, language keys and all that used as normal, for example, ";,o screams and shoutsdamnit!" or you can use just the emote, ie, ";screams!*"
* You can unpack bibles into new altars of the gods
* fix to a thing i caused before i screw things up
* balloon alert
* Update book.dm
* Revert "Update book.dm"
This reverts commit 4c6483a7a4efc1eb940cbd120838eade7d7ec784.
Plasmamen belt tank volume is 24, the extended engineering one is 6 and the emergency internals are 3.
The issue balance wise is that all of those have the same pocket size and can be printed at the same Research tier, this results on smart atmos/engineers printing a plasmamen belt tank and filling it with O2 so their internals can last for almost 2 hours instead of the 24 minutes of the extended O2.
Now they have the same volume but plasmamen lungs were rebalanced to consume plasma at a lower rate. To be clear, it will have no effect on how long the internal last for a plasmamen.
Removes a no skill trick that gives you internals that will last for all shift, you can still make those but it will take a tiny bit of effort now.
Also a small step to make internals balanced.
About The Pull Request
Adds garment bags to reduce the giant stack of items in the captain's (and other command) lockers. They function the same way that chembags do and only allow up to 15 non-bulky clothing items to be added to them. They can't be worn on the belt slot or crafted to prevent them from being significantly better than duffel bags. The shoes in the CMO's locker have also been switched for blue ones to reflect the changes made in #62263
Why It's Good For The Game
The captain's locker currently has almost 30 items in it roundstart, and 15 of these are clothing items. Adding a bag for these items reduces the item list when you first open a locker without removing any clothing or requiring a second locker/ dresser.
Here's what the lockers look like with the garment bag:
## About The Pull Request
You could place catwalk_floors on each other ad infinitum because they were a plating subtype. This changes them to a floor, and sets their intact = false so that wires wont be hidden by undertile/proc/hide. Fixes#62105 .
Also fixes a smaller issue where "remove cover first!" wasn't being outputted to the user when they tried crowbarring a catwalk floor.
Thanks to arm for his help with this!
## Why It's Good For The Game
Fixes #62105
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.
Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.
Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
When you close it while you're laying down, it will no longer give you the message "You can't do that right now!"
There really isn't much more to say, all it does is make it so the message doesn't show up if all you're doing is closing the interface.
Turfs have a variable, intact, which conflates three meanings:
Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand.
Determining whether underfloor pieces are visible.
Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam.
When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating.
This refactors /turf/var/intact into two distinct variables:
/turf/var/overfloor_placed, for whether or not there is something over plating.
/turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable.
All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking.
This PR removes the manual "Singularity and Tesla for Dummies" from the game. It also removes it from the two places it spawns: Engineering in DeltaStation and an Ice Ruin.
Also this is my first PR and I have little experience with DM so please be nice
Why It's Good For The Game
The Singularity and Tesla engines were removed from the game a while ago, so having these books in game is unnessessary
Also, opening the book shows a huge-ass "Tesla and singularity engines have been removed!" message front and center.
About The Pull Request
Ever since I saw @EOBGames PR this, I've wanted it. I've needed it. I've been delaying some mapwork FOR this. This is an identical PR to #61689, just updated so that it's not conflicting with anything. I've done everything @Krysonism asked for from last time too. That's right spacemen, double beds are back, and more cursed then ever. Cursed to succeed that is!
Why It's Good For The Game
We. Don't. Have. Benches.
Benches are a hallmark of any public space! You can sit on them, sleep on them, stand on them, even sleep on them! Our stations have a ton of chairs, but chairs don't really communicate public that well. Benches do. As for the beds? Well Inept wants them, and you know what? I respect that.
cl
expansion: Sofas now include the Bench Type. These are buildable with 2 metal plates from the crafting menu.
expansion: Beds can now be rotated (flipped), and include the Double Bed Type. Miners can also make Double Pod Beds to really feel like an Alaskan King.
expansion: Bedsheets to match! Try to share those big blankets with a lizard if you see that they're shivering!
code: Stuff that lets you interact with the benches and beds in-game, so that you too can enjoy being a king.
sprites: Ports the Benches and Double Bed sprites from Skyrat
sprites: Flipped Beds