* Adds database tracking to maintenance pills (#56179)
I originally added maintenance pills, and while already perfect, I felt like polishing them a bit. I didn't do much, just:
- Maintenance pills now track a players score. Gotta eat em all to get that leaderboard highscore!
- More names and decriptions for maintenance pills, most of them suggestions from the old PR
- Renamed floorpill to pill/maintenance in code because that's what they are, no idea why I didn't originally do it
I've also polished the sprite a little bit, because it always looked a bit _too_ shady

(Below is old sprite, above is new sprite)
* Adds database tracking to maintenance pills
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* tweaks lrtbbq blackmarket thing cooldown timers (#56176)
when i asked chosen a while back why is this thing so slow he said he did math wrong as proof on comment in line 54: tier 4 was 120 instead of 20 processing ticks aka 60s instead of 10s
he probably forgot about it so i ll pr it myself
* tweaks lrtbbq blackmarket thing cooldown timers
Co-authored-by: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>
* Infinite Gun Culling: Gun Kit Edition (#56133)
Every prototype firearm in the game now utilizes crafting to construct it, usually sacrificing a standard version of that firearm in order to produce the new one. The guns are made using gun part kits you print from the security protolathe (or buy, in the case of hellfire lasers).
* Infinite Gun Culling: Gun Kit Edition
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* improves cardboard box and supplypod code (#56043)
Doesn't let force default to TRUE just in case someone tries to open when they're not supposed to.
* removes cardboard box and supplypod shitcode
Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
* removes some guns and there ammo from cargo goodie
* removed more guns and ammo from goodies
* Removed Mafia Crate
* removed them entirly from skyrat code
* Removed the lines recomended by Azarak
Co-authored-by: MissFox <github@aesir.org.uk>
* [Fuck Shotties] Makes shotguns specialist weaponry. (#55663)
Shotgun slugs can no longer be made in an autolathe.
Buckshot rounds can no longer be made in an autolathe.
Frag12 rounds deal less direct damage, since they fucking explode.
Pulse shot rounds deal less damage.
Increased the cooldown on riot shotguns.
Removed buckshot rounds from all maps.
Combat shotguns start with beanbags.
Why It's Good For The Game
Shotguns have been overpowered for too long. NT is lasers , syndicate is ballistics.
* [Fuck Shotties] Makes shotguns specialist weaponry.
Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
* Adds hydroponics shrubs, allowing botanists to grow hedges. (#55496)
Replaces one of the rainbow seeds in the exotic seeds crate with a pack of shrub seeds.
Adds a new, growable seed species for shrubs. Shrubs, when planted (similar to kudzu!) plants a solid, weak barrier in hedges.
These hedges block vision, unless trimmed. Thankfully, we already have a hedge trimming skillchip, so using a sharp implement on the hedge will make it non-opaque.
* Adds hydroponics shrubs, allowing botanists to grow hedges.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Export scanner doesn't need to link + old bounty code is gone (#55504)
Removes the Export scanner's need to link with a console and cleans up the old bounty code
* Export scanner doesn't need to link + old bounty code is gone
Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
* Crates and bountes are now defined by crate's value and paygrades. Civilian bounty payout is higher and uncheesable.
* Update shuttles.dm
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Cargo can now order empty supplypods through the express console (#54215)
* Cargo can now order empty supplypods through the express console
Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com>
* make gas selling use elasticity (#55192)
Fix gas selling never use diminishing returns
* make gas selling use elasticity
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it (#55076)
/obj/effect/ex_act had several different re-definitions to make it a noop. The original definition would randomly delete it, which is bad news when a lot of /obj/effects are just that--effects, that shouldn't be blown up.
The ones that actually do want to be blown up (like decals) already have their own implementations. The one in place was never ran, and nobody had problems with it.
* Remove duplicate definitions of /obj/effect/ex_act, explicitly noop it
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
* Moves grown food to newfood
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Properly differentiates the nanodrug and nanomed vending machines. (#55069)
This repaths the nanodrug and nanomed vending machines, as well as visually tweaks the nanodrug vending machine from the nanomed vending machine, in order to
A) Fix the correct vending refills working on the correct vending machines.
B) Not make 2 different vending machines with different contents sell look identical.
Allows for visual clarity between 2 distinct, different vending machines. I got lazy and didn't do it the first time, and now they've been confusing players, apparently.
Additionally, makes them actually deconstruct able and constructible as a result of the fix to the circuit board.
* Properly differentiates the nanodrug and nanomed vending machines.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* moves misc food to newfood code (#54788)
misc food is now using newfood code
* moves misc food to newfood code
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)
* The Re-pricening
* Rewritten and adjusted for paycheck defines.
* I made the map changes finally.
* And the refills too.
* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"
* And the premium ones too.
* Accidently spoiled a future pr due to dme bleedover
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Pies are now refactored for new foods. (#54751)
Moves over pies to the newfood typepaths, as well as the few select pie slices.
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
* Pies are now refactored for new foods.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
* Non-human mobs can now benefit from held id cards and economy. (#54647)
* Non-human mobs can now benefit from held id cards and economy.
* Moved these getters toward the upper end.
* oui?
...
dump eet.
* .tee pump
...
?iuo
* Non-human mobs can now benefit from held id cards and economy.
Co-authored-by: Rohesie <rohesie@gmail.com>
* Merge pull request #53835 from Ghilker/hypernob
This PR changes the Hypernoblium gas around a bit.
First the stop-all-reaction property has been limited to a minimum temperature of 20 K, under that it will no longer stop the reactions in the container (canister, pipenet or open air), over that it will behave normally
Second the production of the Hypernoblium has been shifted to very low temperature, under 15 K so you need at least t3 freezers to achieve and at least 1000 moles of BZ as catalyst to lower the vey high energy released by the reaction
Lowered amount of credit received by cargo to 5.
The production of Hypernoblium was always a pain to make it happen, so it was a super rare gas that almost nobody made, now that the endgame for atmos shifted to more advanced gases and tools, Hypernoblium needed a little rework to fit right into those changes.
* Better Hypernoblium
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Cargo can now once again accept requests with their own budget. (#54748)
* Cargo can now once again accept requests with their own budget.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Fix some cargo bounties accepting/rejecting the wrong items. (#54580)
Bounties that were supposed to refuse subtypes of the requested items used to accept them anyways. Now they refuse them correctly.
Bounties that were supposed to accept subtypes of items that were excluded from acceptance used to still refuse those subtypes. Now they correctly accept them.
* Fix some cargo bounties accepting/rejecting the wrong items.
Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
* Increases large toner cartridge capacity, adds a supply pack containing them (#54556)
This PR does two things:
The capacity of large toner cartridges is increased from 15 to 25.
It adds a supply pack containing large cartridges; so far the game only has a single large cartridge available on one map.
* Increases large toner cartridge capacity, adds a supply pack containing them
Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
* Replaces instances of NanoTrasen with Nanotrasen (#54473)
spellcheck: replaces instances of NanoTrasen with Nanotrasen
* replaces instances of NanoTrasen with Nanotrasen
Co-authored-by: Fikou <piotrbryla@onet.pl>
* removes hexane (#54437)
removes hexane gas from video game
(the ability to hear dchat got removed like half a day ago) (Lemons note, it's been more then half a day)
it will speed up atmos a bit with less reactions, the reagent from the gas does the same things as halon + bz and the reaction from it is pretty similar to halon, they are both gases that exist to stop fires, i dont think we need both
* removes hexane
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Arcononomy: Personal Departmental Cargo Ordering (#53881)
Alright crew, here's the 4-11. This adds a new Modular Computer app, that works functionally identically to the cargo console. but before we delve into that, lets hit the adjacent aspects first.
Cargo Packs now contain a new variable, access_view, that is only applied to cargo packs viewed in this app. It determines the access level required to be able to see those individual packs, in the same way that you need certain accesses to open certain crates anyway. This means that outside of certain inter-departmental crates that see overlap in who can/should be able to order it, heads can browse and purchase crates based on their department's needs and wants.
The cargo ordering console has been renamed on the DM side. Because now that there's another, similar cargo ordering DM that was going to get confusing fast, as just calling it "Console" gets on my nerves and is harder to spot on VSC for me and everyone going forward forever.
Cool, back to buying stuff. heads of staff can download the cargo ordering app on tablets and laptops only, and it gives them access to purchase cargo using their department funds. These purchases are made against the user's department budget, and enables purchasing supplies with cargo without needing to beg them to use their money on your junk, adding it fully to the cargo shuttle's next load, while still giving cargo the first right to refusal if they wanted to, for some reason.
From there on out, cargo's responsibility is primarily getting the goods you bought to you, which is technically already their job!.
* Arcononomy: Personal Departmental Cargo Ordering.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Yellow slime core nerfs and adjustments. (#54198)
Yellow slime extract can no longer turn into a self-charging yellow slime core. This functionality has been completely removed.
Hypercharged yellow slime cores no longer self-charge.
They now have a capacity of 50,000 (up from their previous 20,000). This is 10,000 more than a bluespace power cell.
Their recharge rate is 2500. This is relatively slow for the power capacity, as hyper and bluespace cells charge at 10% of their capacity respectively and this is 5%.
Motorised wheelchairs have had their power usage reduced to 5% of their previous value since they were basically only usable with rechargable cells before
* Yellow slime core nerfs and adjustments.
* Update special.dm
* Update special.dm
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Azarak <azarak10@gmail.com>
* Fixes the supply console not inheriting contraband and emag status from its circuit (#54177)
Added an abstract proc for circuits intended to be used to allow a circuit to configure a machine.
Overrode this proc for supply console boards (behaviour inherited by express boards)
Call this proc in supply console on_construction (behaviour inherited by express supply consoles)
Allows all supply consoles to inherit their circuit's emag and contraband status.
Doesn't look like any other circuits use this sort of functionality, but if they do I'll fix 'em up too.
* Fixes the supply console not inheriting contraband and emag status from its circuit
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Arconomy: Trims out some of the worst bounties, replaces them with tasks that require basic amounts of effort. (#54097)
add: Science has been given a more experimentally themed set of bounties.
del: Much of the old science bounties were discontinued.
del: ...As have the glass shard and cheese honker assistant bounties.
* Arconomy: Trims out some of the worst bounties, replaces them with tasks that require basic amounts of effort.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* removes message_admin spam from the centcom podlauncher ui (#54181)
* removes message_admin spam from the centcom podlauncher ui
Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com>