Commit Graph

2103 Commits

Author SHA1 Message Date
SkyratBot
ab4cc06c55 [MIRROR] Coroner Update: Pickle-Eating Morbid Weirdo Obsessed with Death and Perfectionism [MDB IGNORE] (#22155)
* Coroner Update: Pickle-Eating Morbid Weirdo Obsessed with Death and Perfectionism

* skyrat edits

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-09 12:05:05 -07:00
SkyratBot
215f11b88d [MIRROR] Emergency Relief Capsule [MDB IGNORE] (#22199)
* Emergency Relief Capsule (#76457)

## About The Pull Request

Getting back into coding by making some soul PRs.
Adds a new kind of bluespace capsule which replaces the default one when
the "budget pods" station trait runs, and is available from the vendor
for a (marginal) discount.

![image](https://github.com/tgstation/tgstation/assets/7483112/3fdf30e4-56c3-4181-9f8f-d11b6ec7a5e5)

![image](https://github.com/tgstation/tgstation/assets/7483112/a47581aa-ee2b-47c4-bd91-5a71391c2dd9)

The Nanotrasen Emergency Relief Capsule provides a port in the storm for
people with an urgent need, and very little else.

## Why It's Good For The Game

This one is mostly just kind of funny I'll be honest.
I guess it uuuuuuuh provides a kind of pod with no GPS signal if you
really want to go off the grid? But anything I write here is secondary
to the point of "someone suggested it on the forums and I liked it".

## Changelog

🆑
add: Budget cuts can sometimes effect the station's supply of Emergency
Bluespace Shelters.
/🆑

* Emergency Relief Capsule

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-03 17:34:13 -04:00
SkyratBot
e046a865df [MIRROR] You can now revive dead fishes, bees and mice with a lazarus injector [MDB IGNORE] (#22088)
* You can now revive dead fishes, bees and mice with a lazarus injector (#76252)

## About The Pull Request
This PR introduces a signal sent to the target when a lazarus injector
is being used on them, hence read the title.
EDIT: I've forgotten to add that Tom no longer counts toward the mice
population cap now, being unique.

## Why It's Good For The Game
Being items rather than simple/basic mobs, dead mice (without a mind
datum), bees and fishes cannot be revived by the lazarus injector. While
I agree that spending one for this may be an egregious waste of mining
points, it's still fleshing out the feature a bit.

## Changelog

🆑
add: You can now revive dead fishes, bees and (mindless) mice with a
lazarus injector.
balance: Tom, the mouse, no longer counts toward the mice population
cap.
/🆑

* You can now revive dead fishes, bees and mice with a lazarus injector

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-01 12:38:19 -07:00
SkyratBot
db35fc9a89 [MIRROR] Fixes some stupid airlock sleeps [MDB IGNORE] (#21931)
* 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>
2023-07-01 15:33:12 -04:00
SkyratBot
1ad69e8c7c [MIRROR] Fixes the ORM not correcty granting mining points if adding ore by hand [MDB IGNORE] (#22171)
* Fixes the ORM not correcty granting mining points if adding ore by hand (#76447)

## About The Pull Request
This was an oversight from back when material datums were redone.
Ideally you should still be dumping your ore on the floor so the ORM can
slurp it up, but if for some reason you just want to add it by hand,
this works fine.

## Why It's Good For The Game
Consistency good.

Fixes #76409

## Changelog
🆑 Vekter
fix: Fixed the ORM not granting mining points if you added ore by hand
instead of dumping it on the floor.
/🆑

* Fixes the ORM not correcty granting mining points if adding ore by hand

---------

Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
2023-07-01 14:09:52 -04:00
SkyratBot
c7a0af6bd6 [MIRROR] Bubble gum crate looks correct [MDB IGNORE] (#22037)
* Bubble gum crate looks correct  (#76222)

## About The Pull Request
Fixes #76216

Bubble gum crate now refers to the correct icon via `base_icon_state` so
the crate actually looks correct

## Changelog

🆑
fix: bubble gum crate actually looks correct
/🆑

* Bubble gum crate looks correct

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-06-24 14:20:02 +02:00
SkyratBot
8f2c771b5f [MIRROR] Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. [MDB IGNORE] (#21953)
* Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. (#76020)

Changed hardcoded matter bins values to use defined
`SHEET_MATERIAL_AMOUNT` for following stuff: autolathe, protolathe, mech
fabricator and component printer.

`Material Access Bar` and `MaterialIcon` used for protolathes, circuit
printers and etc. now also use defined `SHEET_MATERIAL_AMOUNT`, via
static ui data, to prevent same issues in future.

Also changed some notes in /// parts just because why not.

* Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-06-23 15:34:52 -07:00
SkyratBot
76e3348760 [MIRROR] Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait) [MDB IGNORE] (#21958)
* Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait)

* fix

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-22 20:21:36 +00:00
SkyratBot
068089fb52 [MIRROR] Standardize Welder Fuel Usage [MDB IGNORE] (#21943)
* Standardize Welder Fuel Usage (#76021)

Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel

After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.

resolves #55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑

* Standardize Welder Fuel Usage

---------

Co-authored-by: Couls <coul422@gmail.com>
2023-06-20 09:39:49 -07:00
SkyratBot
a863e7787d [MIRROR] Unit tests now catch decals in walls/space [MDB IGNORE] (#21862)
* Unit tests now catch decals in walls/space

* the fuck

* vr

* vr

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-06-20 10:28:46 -04:00
SkyratBot
4a451d4e24 [MIRROR] Removes some boilerplate from transforming component [MDB IGNORE] (#21885)
* Removes some boilerplate from transforming component

* conflicts

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-19 17:14:10 -04:00
SkyratBot
5d904e1b9a [MIRROR] Fixes coin values [MDB IGNORE] (#21889)
* Fixes coin values (#76066)

## About The Pull Request

This brings coins values back from being severely undervalued after
#75437. Coins are supposed to be made of and worth 400 units of mats,
but the numbers weren't updated and so they were made of significantly
less than that.

## Why It's Good For The Game

Brings coins back to what they're supposed to be worth.
## Changelog
🆑
fix: After destroying unfathomable quantities of excess coins, their
value is back to what it's supposed to be!
/🆑

* Fixes coin values

---------

Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
2023-06-18 14:03:28 +01:00
SkyratBot
f542826d28 [MIRROR] Fix crusher harddel [MDB IGNORE] (#21913)
* Fix crusher harddel (#76096)

## About The Pull Request

Fixes #60047

## Why It's Good For The Game

Hard del and bricking things are bad.

Guess it's still an issue that burning tropheys are a thing but Shrug

## Changelog

🆑 Melbert
fix: Fixed hard delete with Kinetic Crusher causing the projectile
function to brick
/🆑

* Fix crusher harddel

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-18 13:42:13 +01:00
SkyratBot
94bb4bf4b4 [MIRROR] Fixes a 6 years old typo in the H.E.C.K helmet [MDB IGNORE] (#21755)
* Fixes a 6 years old typo in the H.E.C.K helmet (#75939)

## About The Pull Request
muh desoulfication
## Why It's Good For The Game
## Changelog
🆑
spellcheck: the H.E.C.K helmet is now typo-free
/🆑

* Fixes a 6 years old typo in the H.E.C.K helmet

---------

Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
2023-06-10 22:52:03 +01:00
SkyratBot
ca330c6e22 [MIRROR] Replaces antag softsuits with alternatives and balances some gun loot in space ruins [MDB IGNORE] (#21612)
* Replaces antag softsuits with alternatives and balances some gun loot in space ruins (#75762)

Next part of my pass on space loot. This touches a few of the higher
powered ones I found with the help of Donglesplonge. The main goal here
was to replace a few significantly powerful items with less powerful or
harder to carry variants while retaining most of their value as well as
removing a few blatant antag-only items. The affected ruins and what was
changed:

Caravan Ambush - Replaced a mini energy gun with a survival knife.
There's apparently a chameleon kit here but I'm actually okay with these
staying - their relative impact on the round is low and they can be used
for creative drip reasons by crewmembers.

Old Infiltrator - Replaced the black-and-red softsuit with the
Contractor suit. It's in one of the suit storage units, which you'll
need a crowbar to open up.

Waystation - Removed a magazine from the WT-550 Autorifle crate. There's
still a Syndicate combat medkit and a set of night-vision goggles here
but they're behind multiple pod turrets. I want to get input on how hard
these are to get, but it seems relatively difficult, and I'm okay with
"a better medkit and night visions" as space loot. You outright can't
get the M1911 in antag stuff (as far as I can tell) so it stays.

The Faceoff - Replacing the syndie spacesuit/gear in the mining lockers
up north with unique Syndicate variants of the mining gear. Thanks to
necromanceranne for the sprites.

* Replaces antag softsuits with alternatives and balances some gun loot in space ruins

---------

Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
2023-06-07 15:30:33 +02:00
SkyratBot
99b68ecc31 [MIRROR] Self-used fulton extraction packs autostoring in any back storage [MDB IGNORE] (#21587)
* Self-used fulton extraction packs autostoring in any back storage (#75763)

## About The Pull Request

when fultoning yourself, adjusts the fulton autobag check from "is there
a backpack on this guy" to "can we try shoving stuff into their
back-slot item's atom storage"

not sure if this is qol, fix, or god forbid balance but let's go with
the maybe least offensive option first

...if it was an oversight can i legally flag this as a fix?
closes #75327
## Why It's Good For The Game
makes the autobagging feature work for other back-mounted storage
options. like MODs.

![image](https://github.com/tgstation/tgstation/assets/31829017/47b3d7f7-d042-465a-b3e0-11c8e7c3cb0b)
## Changelog

🆑
qol: Fulton extraction packs (when used on yourself) now automatically
shove themselves into any back-mounted storage, like MODsuit storage
modules.
/🆑

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>

* Self-used fulton extraction packs autostoring in any back storage

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
2023-06-07 14:47:38 +02:00
SkyratBot
f7d35bc80d [MIRROR] Stops shields getting broken by pillows and disablers. [MDB IGNORE] (#21588)
* Stops shields getting broken by pillows and disablers. (#75759)

## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.

## Why It's Good For The Game
Fixes #74876.

## Changelog

🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑

* Stops shields getting broken by pillows and disablers.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-06-02 21:36:53 -07:00
SkyratBot
24552f5f95 [MIRROR] Refactors for material container, ammo box & recycler [MDB IGNORE] (#21519)
* Refactors for material container, ammo box & recycler

* Mirror!

* Modular!

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-06-01 16:24:54 -07:00
SkyratBot
649c250702 [MIRROR] JSON Logging Take Two [MDB IGNORE] (#21329)
* JSON Logging Take Two

* Fixes the conflicts and makes our logs all comply with the new logging framework, hopefully.

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-05-28 18:10:07 -04:00
SkyratBot
a91c048f47 [MIRROR] Fixing a few minor maintenance hindrances. [MDB IGNORE] (#21394)
* Fixing a few minor maintenance hindrances.

* fixes

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-05-24 14:43:24 +00:00
SkyratBot
98774c8580 [MIRROR] Fixes mind traits (Curator, Miner, Clown) [MDB IGNORE] (#21397)
* Fixes mind traits (Curator, Miner, Clown) (#75593)

## About The Pull Request

Tower of Babel (Curator), Naive (Clown), and Storm detector (Shaft
Miner), are all traits that are given to your mind upon taking these
jobs.
However, we have been checking the body for these traits, not the mind.
This meant that Shaft miners werent alerted of ice storms, Clowns didnt
have their unique examine text, and Curators were affected by Tower of
Babel.
This fixes all those issues.

Naive and Tower of Babel realistically should only be on the mind, so I
changed all instances to check the mind. Storm detection is something
you can get through analyzers, so I left it as a check for both your
body and mind traits.

Clown's Naive:

![image](https://github.com/tgstation/tgstation/assets/53777086/30e92026-5d1d-44a5-9969-206df99c5e8f)

Tower of Babel:

![image](https://github.com/tgstation/tgstation/assets/53777086/b1d41f9d-e020-495c-89de-0d4e2c953442)

## Why It's Good For The Game

Fixes several bugs for 3 jobs all at once. I don't see any issue reports
on any of these, but they existed.

## Changelog

🆑
fix: Shaft Miners are now alerted of Icemoon storms, Clowns are naive,
and Curators are immune to the Tower of Babel again.
/🆑

* Fixes mind traits (Curator, Miner, Clown)

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-05-24 16:34:55 +02:00
SkyratBot
e27eba7f66 [MIRROR] Makes fire blossoms glowy. [MDB IGNORE] (#21251)
* Makes fire blossoms glowy. (#75392)

## About The Pull Request
They have bioluminescence trait as endershrooms, but don't glow like
endershrooms.
That's how it looks when grown:

![image](https://github.com/tgstation/tgstation/assets/93882977/65aa33ba-3b8e-4ad8-a347-d44f256a15f8)
And it has a weaker light when it's harvested:

![image](https://github.com/tgstation/tgstation/assets/93882977/7c1ec59d-624d-44cc-bf42-5e850e625ba6)
## Why It's Good For The Game
It's cool.
## Changelog
🆑
add: Fire Blossoms are now glowy.
/🆑

* Makes fire blossoms glowy.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-05-18 18:58:44 +02:00
SkyratBot
637ac53109 [MIRROR] Now blocking is more noticeable! New blocking and parrying sounds [MDB IGNORE] (#21090)
* Now blocking is more noticeable! New blocking and parrying sounds

* Update code/game/objects/items/dualsaber.dm

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-05-15 18:07:25 +01:00
OrionTheFox
f1d8a44e73 Culls a ton of sprites from the master Hats file, moves helmets to a sorted .dmi (#20983)
* initial - adds head .dmi files

* mush cap was moved to costume forever ago but not the links

* Move all the helmet links to the new .dmis

* add muzzled variant to hecksuit

* this icon was an actual mess im just gonna toss it

* Remove dupe black fedora, swap brown to use detective sprite with no candycorn

* remove practically unused fallout enclave hats

arent these guys fascists or nazis or something?

* remove beret, replace it with a gags equivalent

this one is even armored, so

* deletes an ass load of old icons + a missed obj icon

* you werent supposed to see that.

* it'd probably help if these linked to the right file

* remove empty sprite state

* remove hidesnout from riot helmet, add snouted var to DS2 SWAT

* Fix CI

* a single fucking "

* these single letters are ruining me

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-10 02:31:43 +01:00
SkyratBot
fae04f1fb6 [MIRROR] Crate, Closet Refactors & Access Secured Stuff [MDB IGNORE] (#21024)
* Crate, Closet Refactors & Access Secured Stuff

* CI

* e

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:32:41 +01:00
SkyratBot
aac6045ba8 [MIRROR] Golem Rework [MDB IGNORE] (#21001)
* Golem Rework

* SECT 9

* ok

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 03:56:30 +01:00
SkyratBot
bac3001826 [MIRROR] Makes industrial gold and regenerative gold spawn random coins. Also adds chococoin to coin spawner. [MDB IGNORE] (#21031)
* Makes industrial gold and regenerative gold spawn random coins. Also adds chococoin to coin spawner. (#75199)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
So they just had list from 6 coins and not random picking of coins, so
now its random.
It will also spawn chococoin because it's a coin too.
But won't spawn `coin/gold/debug` because it's debug and eldritch coin
because comxy asked about it.

Added chococoin to `/obj/effect/spawner/random/entertainment/coin` and
holdables list of wallet.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Random is funny.
<!-- 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

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Indusrial Gold and Regenerative Gold extracts now spawn random
coins and not just list of 6 coins. But no mythril as it has miserable
chance to have summoning effect which have even more miserable chance to
spawn something dangerous and not just mice.
add: Chococoin now has a chance to spawn wherever the coins are used to
spawn (wallets, greed ruins, deltastation bar)
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Makes industrial gold and regenerative gold spawn random coins. Also adds chococoin to coin spawner.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
2023-05-09 03:54:49 +01:00
SkyratBot
4948dafe7e [MIRROR] Request Console refactor [MDB IGNORE] (#20979)
* Request Console refactor

* wew

* wew

---------

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-08 23:09:17 +01:00
Gandalf
e9603cfa25 [MISSED MIRROR] Golems can now redeem points from their ORM (#75083) (#21012)
Golems can now redeem points from their ORM (#75083)
2023-05-08 04:02:37 +01:00
SkyratBot
9df6582e54 [MIRROR] Flora (like trees, rocks and etc.) now drops materials when destroyed. [MDB IGNORE] (#20959)
* Flora (like trees, rocks and etc.) now drops materials when destroyed. (#75070)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
I find it strange that you don't get anything if you just break tree or
rock with brute force. So you will now get something but with 0.6
multiplier.
I chose 0.6 multiplier so using tools are still preferable, but you
still get amount of recourses you can do something with.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
You can gather some materials if you have no tools besides the toolbox.
<!-- 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

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
qol: Trees, rocks, grass and etc. now drop materials when destroyed.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Flora (like trees, rocks and etc.) now drops materials when destroyed.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
2023-05-06 17:35:19 +01:00
SkyratBot
c18a0ab2a2 [MIRROR] Hierophant club appearance updates properly; works if summoned into hand. [MDB IGNORE] (#20945)
* Hierophant club appearance updates properly; works if summoned into hand. (#75116)

## About The Pull Request

Fixed a pair of bugs with the hierophant club.

First, the appearance of the club would not update properly to display
whether or not the beacon is attached. The icon state was only ever
updated when the blink action was used, rather than when the beacon was
actually manipulated. It now updates at sensible times.

Second, the blink action was granted when the hierophant club was
_picked up,_ rather than equipped into hand. This meant that if the club
was placed in your hand by any means other than picking up (most
relevantly, by casting Instant Summons, something miners can reasonably
get their hands on), the blink action would not work unless you drop it
and pick it up again. It now uses the `equipped()` proc to do this
correctly.
## Why It's Good For The Game

Visual feedback is useful to know whether or not you have a beacon
deployed - since the UI button doesn't change at all to tell you this
information.

The summoning bug is minor, but could cause problems for miners who have
acquired both the club and Instant Summons - the bug could ruin a
perfectly good getaway plan.
## Changelog
🆑
fix: The hierophant club's sprite updates when it should
fix: The hierophant club grants the blink action when summoned into hand
/🆑

* Hierophant club appearance updates properly; works if summoned into hand.

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
2023-05-06 17:33:42 +01:00
SkyratBot
b44715db5d [MIRROR] ex_act() will work on basic mobs again (lol) + Unit Test [MDB IGNORE] (#20919)
* `ex_act()` will work on basic mobs again (lol) + Unit Test

* COnflict

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:51:49 +01:00
SkyratBot
c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00
SkyratBot
22f68874f4 [MIRROR] Service Borger Upri- Kitchen Upgrades [MDB IGNORE] (#20909)
* Service Borger Upri- Kitchen Upgrades

* Update robot_model.dm

---------

Co-authored-by: Dawnseer <126404225+Dawnseer@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-03 00:10:27 -07:00
SkyratBot
16b64484e9 [MIRROR] Ore silo will put machines off its level on hold, instead of disconnecting [MDB IGNORE] (#20859)
* Ore silo will put machines off its level on hold, instead of disconnecting (#74990)

## About The Pull Request

There's a problem where people would try to rebuild a whiteship and use
an Ore Silo for it. However, it would automatically unlink everything
when moving, because it's checking for z level as soon as it changes z
level itself, before the Ore silo has 'moved' as well.

~~To fix this, I'm now only disconnecting ore silos when a shuttle
moves. This mostly does the same as before, but technically you can sync
an unwrenchable connected machine and bring it to space with you
(without using a shuttle) to stay connected, but I don't see this as a
problem, and my original point of the PR was to prevent Lavaland ORMs.~~

I decided against this, instead I've made it so machines that aren't on
a valid level (either both on the same z level or both on the station
level) will be considered 'on-hold', much like if the QM has set it to
hold through the silo directly. This means that machines no longer
disconnect from the Ore silo on moving, they just can't access the
materials in it. This affects gameplay in 2 ways:

1. You no longer need to resync when you bring the machine back
2. It won't unsync itself every time you move station z-level with its
silo (such as on a whiteship).

I also made disconnecting from an ore silo actually remove them from the
ore silo's list of connected machines.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/69863

## Changelog

🆑
balance: Machines (such as ORM and Techfabs) will no longer unsync from
Ore silos when it moves Z-level, instead it will prevent materials from
being used, as if it was on hold.
/🆑

* Ore silo will put machines off its level on hold, instead of disconnecting

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-05-02 15:50:25 -04:00
SkyratBot
7ddd343a70 [MIRROR] Move dirt [MDB IGNORE] (#20848)
* You can now move dirt (#75028)

## About The Pull Request

Changed the recipe for dirt piles from 3 sandstone bricks to 3 sand.
And made the dirt pile drop these 3 sand on deconstruction instead of
just disappearing.

![dreamseeker_Lj6jELZPjb](https://user-images.githubusercontent.com/3625094/235268536-c9835fa0-ce31-4bd3-a75c-ef2f3dcc7da7.gif)

Also fixed hydrotrays resetting their water and nutriments on
construction.

## Why It's Good For The Game

You could accidentally click on the wrong mouse button and loose your
dirt pile instead of uprooting a plant.
And it didn't make sense why you would need to turn sand into bricks
before making a pile out of it.

## Changelog

🆑
qol: Dirt pile is crafted from sand instead of sandstone and drops it on
deconstruction
fix: You can't have free water and nutriments by rebuilding hydrotray
/🆑

* Move dirt

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-04-30 10:56:18 +01:00
SkyratBot
9c2e07ee7c [MIRROR] Miner Style Points 2: Style on Everyone [MDB IGNORE] (#20826)
* Miner Style Points 2: Style on Everyone (#74690)

## About The Pull Request
A re-open of https://github.com/tgstation/tgstation/pull/66326 with
Fikou's permission

Adds the style meter, it can be bought from the mining vendor for 1500
points, it is an attachment to your glasses.
The style meter creates a display on your hud, with your recent actions,
like attacking enemies, killing them, mining ore etc. Actions like
spinning or flipping increase your score multiplier, making you get more
points.
Your style meter affects how much ore you get from mining rocks. By
default with the meter, you get 20% less ore, but at the highest, you
can get 1.2x the ore from mining. In addition, on B-tier or above, you
can "hotswap" items, by attacking an item in your backpack with one in
your hand (should it fit and all that). Also features a leaderboard for
highest style point count!

New streamable: https://streamable.com/eewi6l

The following are sources of points:

- Killing things
- Killing big things
- Killing small things
- Punching things
- Melee'ing things
- Mining rocks and ores
- Having matrix traps detonate
- Hit, defuse, and detonate gibtonite
- Detonate crusher marks
- Scan geysers
- Parry projectiles (others or your own)

Oh, right. While wearing the style meter, you're able to parry any
lavaland-based projectile by clicking on it or the tile it is on, which
reflects it back in a 7 degree arc, making it 20% faster and 15% more
damaging. Usually not very easy.

Maybe-plan in the future for some syndicate variant of this (with bullet
parrying and appropriate style sources, etc.), but not for this PR

Thanks to Arcane, multitooling the style meter will make it play some
sounds on rank-up.

![image](https://user-images.githubusercontent.com/41448081/231605640-a01c2b60-1ba1-4390-8bea-0aa804ea1973.png)

https://streamable.com/nheaky

Parrying in action

## Why It's Good For The Game
Makes miners bring more ore in a fun way.

## Changelog
🆑 Fikou, Zonespace, Arcane for voicing
add: The mining vendor now has a style meter. This meter gauges your
style points and uses them to improve your ore yield.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Miner Style Points 2: Style on Everyone

---------

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
2023-04-28 19:54:39 -07:00
SkyratBot
e8df6da548 [MIRROR] Fixes silo logging + add log file based logging to silo [MDB IGNORE] (#20748)
* Fixes silo logging + add log file based logging to silo

* Update logging.dm

* Update logging.dm

---------

Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-26 21:23:25 +01:00
SkyratBot
dff31c1b23 [MIRROR] Fire Proof Goliath Cloak [MDB IGNORE] (#20786)
* Fire Proof Goliath Cloak

* fixes

---------

Co-authored-by: Dawnseer <126404225+Dawnseer@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-04-26 14:59:08 +02:00
SkyratBot
fe47d6ba35 [MIRROR] Refactors sheet crafting to better support directional construction [MDB IGNORE] (#20594)
* Refactors sheet crafting to better support directional construction (#74572)

## About The Pull Request

0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)

Ok, but can we not?

This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.

All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.

This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.

<details><summary>Details</summary>

---

### What I've done:

-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.

-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.

-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.

-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`

-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.

---

### What the new flags do:

`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_

`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_

`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_

These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.

---

### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.

`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).

`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.

---

### In summary:

Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.

</details>

## Why It's Good For The Game

This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.

It had to be done. Those window checks were a mess.

## Changelog

🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Refactors sheet crafting to better support directional construction

* fex

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/20636

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 02:14:10 +01:00
SkyratBot
2f27f9dec1 [MIRROR] Let there be (held) light! Adds directional flashlight sprites, and many new inhand icons for various light objects [MDB IGNORE] (#20624)
* Let there be (held) light! Adds directional flashlight sprites, and many new inhand icons for various light objects

* fixes

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-04-17 23:51:57 -07:00
SkyratBot
78c9a5b8c3 [MIRROR] Adjustable Goliath Cloaks [MDB IGNORE] (#20574)
* Adjustable Goliath Cloaks (#74709)

## About The Pull Request
I've enabled goliath cloaks to be alt clicked to adjust it to neck slot
instead of over clothing slot.
While adjusted to neck slot, it has no armor values for balance
purposes, while in over clothing slot, it has the same armor values as
usual. The hood has the same values as usual, as it still inhabits the
same slot as usual.

![image](https://user-images.githubusercontent.com/126404225/231837773-97f79c0e-9de2-4bfa-bfec-ed6c67e0d476.png)

![image](https://user-images.githubusercontent.com/126404225/231837688-f1f6ea67-8127-423e-96a0-b125f7778194.png)

![image](https://user-images.githubusercontent.com/126404225/231837716-805f778b-4db1-4dd5-a667-c196524f023f.png)
## Why It's Good For The Game
It enables a cloak to function like a cloak. It gives people the option
to use it not for armor, but for fashion.
## Changelog
🆑
add: Goliath cloak can be worn as a cloak that doesn't provide any armor
benefits
/🆑

* Adjustable Goliath Cloaks

---------

Co-authored-by: Dawnseer <126404225+Dawnseer@users.noreply.github.com>
2023-04-15 16:02:23 +01:00
SkyratBot
7463f2e2d1 [MIRROR] The North Star Expeditionary Vessel - A Second Wind [MDB IGNORE] (#20535)
* The North Star Expeditionary Vessel - A Second Wind (#74371)

## About The Pull Request
A new map for TGstation, in the works! It has 4 fucking Z levels, a
massive expansive maintenance with unique designs, and some unique code
features in the works.

To Do:
- [x] Update the Map to Modern TG
- [x] Local Tests
- [x] Work on Map Optimizations
- [x] Run Live Tests

Fikou has greatly helped with creating an important flavour aspect of
this map, Trek Uniforms on anyone who joins! See the forum thread for
more. This includes the framework for innate station traits, station
traits loaded as long as it's in a map's json

Here's the forum dev thread there are screenshots there.
https://tgstation13.org/phpBB/viewtopic.php?p=657252#p657252

### Mapping March
Ckey to receive rewards: Cheshify

## Why It's Good For The Game
So, this is the North Star. An effort taking multiple mappers and of 9~
months of hard work. This map was not initially designed for TGstation,
but always designed for TGstation code. The process of retooling the map
for TGstation was an absolute joy and I feel like the map definitely has
it's niche as a massive and unique experience for it's players.

I adore this map, it's gorgeous, has a unique aesthetic, and a number of
very funny interactions with multi-Z. The PR comes packed with unique
mechanics for future mappers (innate station traits!), a number of
map-fitting shuttles, and a fun spacefaring uniform gimmick for the
crew.

**This is my second attempt at bringing this map into rotation. It was
initially closed due to concerns about maptick and performance, as I
wasn't willing to push for a map to be added to the repository if it
didn't function to my own standards. I've been informed by a number of
coders far better than I that optimizations are arriving and enroute, so
I think it's time to dust her off and set sail for another journey.**

**Quick Disclaimer: Due to some design decisions disagreed upon by the
headcoder team and myself, the map will not be featuring unique
roundstart uniforms, and despite my design intentions, the innate
station trait features will be shelved for now.**

## Changelog
🆑 Cheshify, Fikou, Blue-Berry, Zytolg, InfiniteGalaxies, Striders,
Sylphet, Riggle, Soal, Andry, Crit, Deranging, and Pumpkin0.
add: Nanotrasen's Newest Exploratory Vessel is now available! Meet the
North Star!
add: More landmines, and a landmine random spawner.
add: energy barriers now have a regenerative subtype, fit for permanent
installations.
code: Raised the number of possible level render to 4, check your
preferences if needed to be reduced.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* The North Star Expeditionary Vessel - A Second Wind

---------

Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-15 00:00:17 +01:00
SkyratBot
9593369b50 [MIRROR] New Crate Visuals [MDB IGNORE] (#20517)
* New Crate Visuals (#74636)

## About The Pull Request

Adds several new crate visuals. Adds a new lid overlay for several
crates. Re-names and re-designs bubblegum chest.

![image](https://user-images.githubusercontent.com/28636915/231009153-3abdc29b-1f47-4b7a-8725-97082b92b510.png)

![image](https://user-images.githubusercontent.com/28636915/231009170-40240220-45ed-4f9d-92b7-7925231a298b.png)

## Why It's Good For The Game

New crate visuals and lids not magically disappearing is cool.

## Changelog
🆑
add: New Lids for several crates.
imageadd: Several new Crate Visuals.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* New Crate Visuals

---------

Co-authored-by: Mey-Ha-Zah <tomboxallghss@gmail.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-04-13 04:31:35 +01:00
SkyratBot
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
SkyratBot
1afaf1562a [MIRROR] [MDB IGNORE] UpdatePaths to convert directional pane windows to their proper subtypes, also creates the /south spawner for consistency [MDB IGNORE] (#20463)
* [MDB IGNORE] UpdatePaths to convert directional pane windows to their proper subtypes, also creates the /south spawner for consistency

* wew

---------

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:08:08 +01:00
SkyratBot
1b8d0b3a2f [MIRROR] New sprites for requests, pod, and gulag wall consoles [MDB IGNORE] (#20406)
* New sprites for requests, pod, and gulag wall consoles (#74456)

## About The Pull Request

Changes ancient sprites for requests _(don't confuse them with cargo
requests computer)_ and pod wall consoles, to the new polished ones with
the same style as the newscaster. Also makes the gulag/pod console
actually use overlays, instead of having the screen melted into its icon
(so now when it has no electricity it screen turns off).
Now pods and gulag console's screen changes when they get emagged.

Requests console:

![req_console](https://user-images.githubusercontent.com/42353186/229344252-fd79536a-faa8-47e5-8aa6-01eb172d2efd.png)
![req_0
big](https://user-images.githubusercontent.com/42353186/229344253-3f090c0b-1264-4303-9b83-38fd1a258ef5.gif)
![req_1
big](https://user-images.githubusercontent.com/42353186/229344254-3a5f2c17-a10c-4a76-9fb0-ca2e82e8291b.gif)
![req_2
big](https://user-images.githubusercontent.com/42353186/229344255-95e27da3-1180-4de6-9984-5da503bdfe44.gif)
![req_3
big](https://user-images.githubusercontent.com/42353186/229344256-7d2c44c8-047b-413b-bce8-a1a8c52ea48f.gif)

Pod console:

![pod_console](https://user-images.githubusercontent.com/42353186/229344287-60b33b09-1c36-47d1-8c0c-163be7ffdcd9.png)
![pod_0
big](https://user-images.githubusercontent.com/42353186/229344289-c315e3a4-69f1-4067-83fd-e855e2b9ec39.gif)

Gulag item retrieval console:
![gulag_0
big](https://user-images.githubusercontent.com/42353186/229344308-b09349cf-e607-4c0c-b4b5-e6f53aa6934f.gif)

![gulag_console](https://user-images.githubusercontent.com/42353186/229344310-9bfebc88-a5a4-4525-acb1-34b677fe8c95.png)

Emagged gulag/pod console:
![emagged
big](https://user-images.githubusercontent.com/42353186/229344319-1d523d2c-ca57-4da7-937d-459a5ddec515.gif)

## Why It's Good For The Game
The old sprites of them are really ancient, have bad looks and that old
isometric perspective.
![old gulag and pod
console](https://user-images.githubusercontent.com/42353186/229344549-dae413e1-98e2-4aa8-94fa-fde74ea4a4df.png)
![old req
console](https://user-images.githubusercontent.com/42353186/229344551-3d12705a-8cb6-4c4c-b4f7-adfa013b1956.png)

Having new sprites is always great for people's eyes. This also will
make the requests console more noticeable, that way _maybe_ people will
start using it more often.
Making them use overlays instead of having the screen icon merged into
the base icon is good because it gives more dynamic, as when electricity
turns out it signals more to the players that it's not functional right
now.

<!-- 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

🆑 DrDiasyl aka DrTuxedo#0931
imageadd: Requestions consoles got a new sprite!
imageadd: Gulag consoles got a new sprite!
imageadd: Escape and assault pod consoles got a new sprite!
qol: Now the gulag and pods consoles use overlays, instead of having
turned ON screen in their base icon.
qol: Now the gulag and pods consoles screen change when they are
emagged.
qol: Requests console now shows examine prompt on how to open their
panel. Also shows a prompt if they were hacked.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* New sprites for requests, pod, and gulag wall consoles

* update modular

* overlays are a fuck

* Update computer.dmi

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:01:28 +01:00
SkyratBot
fe8fc4d010 [MIRROR] Split weapons_and_items.dmi icons into their own categories [MDB IGNORE] (#20360)
* Split weapons_and_items.dmi icons into their own categories

* update modular

* I hate the dme

* random ass define removal fix

* missing icons fix

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Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 19:53:43 +01:00
SkyratBot
4724eb4bec [MIRROR] Gives plasmamen proper masks depending on their job. [MDB IGNORE] (#20458)
* Gives plasmamen proper masks depending on their job. (#74468)

## About The Pull Request
Adds gasmasks plasma filter subtypes for sechailer, explorer and atmos.
Atmosians won't have any updates, it's just to fix ERP Constructor
Plasmaman loadout spawning with mask that won't allow you to breath.

And so med plasmamen will have medical masks. There will be sechailers
for sec (except for the detective). And the miners will have explorer
masks.
Oriented on job_boxes and what jobs spawn with which boxes.
## Why It's Good For The Game
Some love for living plasma mold. And i just think that it should be
this way.
## Changelog
🆑
add: Plasmamen will now spawn with proper masks depending on the job.
/🆑

* Gives plasmamen proper masks depending on their job.

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Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-04-09 19:36:17 -07:00
SkyratBot
a560da119f [MIRROR] [Ready] New Cosmic Heretic Path DLC [MDB IGNORE] (#20416)
[Ready] New Cosmic Heretic Path DLC

Co-authored-by: Comxy <tijntensen@gmail.com>
2023-04-08 19:10:34 +01:00