* Add replace_html to tgwindows (for real this time) (#67137)
adds the ability to realtime inject HTML into TGWindow instances, just as you can create TGWindow instances with inline_html at initialization.
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Add replace_html to tgwindows (for real this time)
Co-authored-by: magatsuchi <88991542+magatsuchi@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Oldstation overall improvements (#66975)
* Revamps oldstation
- Adds a supermatter chamber (very barebones to allow players to set the SM up themselves
- Adds a Gravity generator (the ruin is no longer magically given gravity)
- Adds a custodial closet
- Adds an external exit to Deltastation, so you don't have to blast a hole in the wall to move machines over due to them not fitting in the transit tubes
- Replaced Plasma canisters in SM storage, with SMES parts and an emitter reflector
- Shuffles around Beta storage room
- Moves the emergency power room's cables/APC around
- Adds plumbing
- Fixes lack of vents in the bathrooms
- Adds a third RTG
* adds area over the third RTG (lol)
* Adds a biogenerator to botany
* adds a plating to help gravity gen users
* removes repeat cable coil
* sets vendors to off-station mode
* multi cyclelink + dirtier SM room
* Requested san fixes
* airless, firelocks and AI sat floors.
Oldstation is one of my favorite spawners and my biggest problem with it is people leave when they feel they 'beat' the ruin. Adding more Engineering stuff and improving Service stuff could potentially help with this, as it would feel more worthwhile to spend your time on working towards these projects and goals, rather than just leaving.
There also used to just have 2 rooms in the northwest that just didn't have anything. I assume the hallway left is supposed to be 'alpha' station which is completely gone, but the room north (which is now going to be gravity generator) had no real purpose other than to accidentally depressurize the only pressurized room in Beta since it had no firelocks. It just wasn't really worth being there.
* Oldstation overall improvements
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes vendors qdeling brains of GODMODEd admemes upon rolling a crit squash (#67100)
* Fixes vendor qdeling brains of GODMODEd admemes
* Fixes vendors qdeling brains of GODMODEd admemes upon rolling a crit squash
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* MODsuit module update: new stuff and improved old stuff (#67042)
Doubles the range of the MOD Pathfinder AI
Fixes modules rendering below the suit.
Adds the ability for modules to be used when inactive.
Documents/cleans up some code.
Updates some old descriptions and explains some concepts better.
Armor Booster and Ash Accretion can no longer boost your speed over no slowdown at all.
Makes flashlight module start with 4 instead of 3 range, so it's better for people that don't know about configuration.
Doubles t-ray module range, from 2 to 4 (t-ray scanner is 3).
Puts the noslip module lower in progression, lowers its' price to 2.
New sprites for the magnetic harness module by Onule.
Brings back the holster module, it can now be used when the suit is inactive, can be printed with security suit research.
Adds the power kick module for the ERT Commander. It's a powerful kick.
* MODsuit module update: new stuff and improved old stuff
* should be all
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Changes Admin DSAY rank display to a tooltip (#67086)
changes the dsay rank to a tooltip
* Changes Admin DSAY rank display to a tooltip
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* SM cascade is viable with gas and more visually interesting (#67079)
Fixes the check for antinob+hypernob cascade for the total amount of gases from the combined_gas to the environmental one.
Allows more damage to the crystal while the cascade is going
Made the antinob and hypernob heat penalty in similar but opposite amounts (15 anti, -13 hyper)
Added transmit modifiers to both gases (-5 anti, 3 hyper)
Increased the amount of crystal shards that spawns from the explosion to a max of 5 and min 2
Added light breaking and random light on emergency mode + maint emergency access when the cascade occurs
* SM cascade is viable with gas and more visually interesting
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Makes departmental budget accounts visible on command IDs, makes departmental budget mechanic more obvious in general (#67035)
* Head ID reports dep budget
* Adds Dep. Budget shorthand name to ID examine where applicable
* Cleaner & more readable ingame and codewise
* Modifies Cargo requests console js to allow title modification, IRN modifies titles where applicable
* Better way of doing things
* QM gets Cargo's budget on ID
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* pain peko
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Makes departmental budget accounts visible on command IDs, makes departmental budget mechanic more obvious in general
Co-authored-by: nickup9 <nicholas.shpetner9@gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Fixes spray cans and pipes fitting inside of tablets. (#67057)
They were subtypes of crayons and cigarettes which allowed them to be fit inside. To fix this, the tablet can only hold tiny items and spray cans and pipes have been changed from tiny items to small.
* Fixes spray cans and pipes fitting inside of tablets.
Co-authored-by: ReinaCoder <83892995+ReinaCoder@users.noreply.github.com>
* Cryo heals on crit, changes status effect check to trait. (#67076)
Old bug was caused by IsUnconscious and IsSleeping being status effect checks, these status effects are not applied on crit. This changes it to be trait checks instead, which are applied on crit
* Cryo heals on crit, changes status effect check to trait.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* Fixes initial floating action buttons failing to properly position (#67068)
Also cleans up artificer stuff a bit, their rune button should align
with their spells.
Basically, when we grant someone a button, it gets positioned in its
default location. If the button's floating, their location var becomes
an invalid arg to position_action. Then we called position action with
their location var.
Big fucky.
I've cleaned up the logic a bit, and ensured that you can never position
to FLOATING directly, since it's a marker rather then a real position on
the screen
* Fixes initial floating action buttons failing to properly position
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* OpenDream Cleanup Pass (#67036)
OpenDream can detect BYONDisms that BYOND or SpacemanDMM miss. This PR fixes all of the issues it found in TG. Each change is explained in code comments below.
* OpenDream Cleanup Pass
Co-authored-by: ike709 <ike709@users.noreply.github.com>
* PACMAN buff to make it usable as backup generator again (#67062)
* PACMAN buff to make it usable as backup generator again
Co-authored-by: fippe <julius.salonen@cs.tamk.fi>
* Removes log_cloning (#66912)
Right now there is only 1 source of cloning: pod cloning-- and pod cloning is exceedingly rare. I don't think this warrants its own file anymore with the death of regular cloning a few years back.
* Removes log_cloning
* Removes log_cloning
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense (#66860)
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
It was used as the parent for a lot of other small animal masks simply
because of its flags and a single proc, so i repathed it to
`/obj/item/cltohing/mask/animal/small/...` to make more sense
* adds an updatepaths
* fixes the got damned maps
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Refactors the forensics component into a datum
* Refactors the forensics component into a datum
* Refactors the forensics component into a datum
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Unit tests for default hydroponic seed gene setups (#67029)
Adds a unit test that ensures the default list of genes for all plants is a valid setup.
* Unit tests for default hydroponic seed gene setups
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Mass-PDA perms is configured on Wirecarp (#66889)
Lawyers and Captains spawn by-default with the ability to send mass PDA messages, but the Wirecarp app (so Research Director and Captain) can grant/revoke permission to send PDAs to everyone
* Mass-PDA perms is configured on Wirecarp
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Removes the PROGRESSION_POINT_FACTOR define and removed unnecessary progression point to reputation conversions (#67005)
* Removes the PROGRESSION_POINT_FACTOR define and removed unnecessary progression point to reputation conversions
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Egg Frying Overhaul (#66137)
- Removes friedegg recipie
- Adds a new rawegg grillable into friedegg, obtained by breaking an egg onto a griddle (right-click).
- Changes the double-egg friedeggs sprite to a single-egg. No more eggmancy!
- While we're at it, replaces the raw egg in the fried-egg-and-sausage recipe with a fried egg.
* Egg Frying Overhaul
Co-authored-by: Dorsisdwarf <isenpingu@hotmail.co.uk>
* Fixes traitor reputation being calculated and displayed incorrectly at round end (#66885)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes traitor reputation being calculated and displayed incorrectly at round end
Co-authored-by: VioletN <violetnottellin@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes lightning bolt not giving tesla shock immunity when granted by an admin (#66973)
* Fixes lightning bolt not giving tesla shock immunity when granted by an admin
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Makes whistles be small sized. (#66930)
Just that, they were inheriting their size from the root /obj/item.
* Makes whistles be small sized.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Advanced tools are medium sized, toolboxes can carry medium sized items. (#66900)
* Advanced tools are medium sized now.
* Moves `w_class` 1 line down
* Moves `w_class` MORE DOWN
* Syndie Jaw pocket edition.
* Toolboxes can carry medium items, pocket syndie jaw in desc.
* Advanced tools are medium sized, toolboxes can carry medium sized items.
* fix APT
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Fixes the captain's PDA (#66908)
I screwed it up and didn't make the Captain's PDA a subtype of heads, so captain was spawning with the wrong PDA.
* Fixes the captain's PDA
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* New drink sprites aka Drink Desouling (#66538)
- All drinks and bottles have been resprited
* New drink sprites aka Drink Desouling
Co-authored-by: ErdinyoBarboza <erdinyobarboza@gmail.com>
* Makes cult's objectives load before their antag ui (#66899)
Makes Cultists get their objectives from their team BEFORE their parent's on_gain runs, giving and triggering their antag UI. This means players no longer have to close and reopen the page to see their actual objectives.
* Makes cult's objectives load before their antag ui
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Goodbye stack/medical (#66898)
Okay, why removing instead of giving it a sprite?
Simply put, those items are all small and there is no reason that you need to quick draw a suture/ointment and if you do, the medical belt can carry 7.
Allowed/exoslot items should be either medium/big/bulky sized items (Syringe gun) to make it worth inventory wise or items that you can quickdraw multiple times (Health Analyzer) to make your life easier.
Medical stacks are neither and would just get in the way if you try to quickly put them into a bag/pocket/belt and instead it goes into your exoslot where you would normally want to carry more valuable things like the syringe gun.
This doesn't feel big enough for a fix, spending 5 seconds making a list alphabetical doesn't few worth of code improvement, I will label this as QoL and if someone say it is a balance change I will follow you in game and keep placing shitty small items in your inventory via reverse pickpocketing.
* Fixes an error sprites on medical wintercoat's allowed list.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Fix wizard modsuit not having antimagic protection (#66890)
* Fix wizard modsuit not having antimagic protection
* Change TRAIT_ANTIMAGIC_NO_SELFBLOCK comment
* Fix wizard modsuit not having antimagic protection
Co-authored-by: Tim <timothymtorres@gmail.com>