* Traveller's rest and prey pod fixes (#74279)
## About The Pull Request
- Traveller's rest had two airlock cyclelinks that did not work, as one
of them was on a windoor, so I have removed them. Not playerfacing.
- The mob spawner spawned without clothes and runtiming, as instead of
an outfit, it had the roboticist's jumpsuit added. I have made a new
outfit and used that in a new spawner. Might be too specific of a
spawner though.
- I have also added a dedicated roboticist spawner, which uses a full
outfit. I originally wanted to use this one, but I realized, making this
spawn with robotics ID and gear is a pretty big balance change, so I
elected not to use that, but I have added it anyways, as it should be
useful in the future (and I have already made the sprite).
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
Less warnings during initialization.
## Changelog
🆑
fix: the roboticist in the prey pod now has clothes as intended
/🆑
* Traveller's rest and prey pod fixes
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Co-authored-by: Profakos <profakos@gmail.com>
* adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)
repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick
im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp
🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑
* Makes shit compile
* Updates the digi and snouted stuff to match the new sprites (thanks Halcyon!)
* Fixes a whole ton more issues that popped up
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Moves the bulk of shield code from the riot subtype into the core shield. (#71066)
## About The Pull Request
I wanted to "rework" the riot shield security has but most other shields
are subtypes of it, making them all inherit those features.
So I made this PR first to make my job easier and fix some odd bugs like
fixing wooden bucklers by slapping them with titanium sheets...
There *shouldn't* be any other big change outside of the titanium
healing and baton bashing they all inherited but I have been staring at
shield code and worked on another branch before deciding to split the
code improvement/fixes from the features so I might have missed
something.
And while there, kill some single letter vars, remove unnecessary lines,
etc.
## Why It's Good For The Game
Fixing a wooden shield by slapping it with titanium is weird... so is
fixing a glass+iron shield but that is a bigger balance change.
And well, easier for future shield changes to not inherit weird
behaviors from the riot shield.
## Changelog
🆑 Guillaume Prata
fix: You can no longer repair wooden bucklers and roman shields by
slapping them with a titanium sheet.
/🆑
* Moves the bulk of shield code from the riot subtype into the core shield.
* sr conflits, goliath shield, reagent buckler
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Properly kills the goliath outside Survival Pod Ruins ruin (#70734)
The ruin added way back in #17284 (8b656d2603) has a varedited goliath with 0 health.
In practice this goliath will not be dead or a one-hit-kill, as upon taking damage, it would revert to being at full health.
This PR replaces this goliath with a proper corpse, as well as adds a corresponding goliath corpse spawner.
* Properly kills the goliath outside Survival Pod Ruins ruin
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
* Fix legion dead miners not spawning species (#69622)
Fix legion miners not spawning species
* Fix legion dead miners not spawning species
Co-authored-by: Tim <timothymtorres@gmail.com>
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap (#67330)
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap
Hey there,
Have you ever been bored at your job? A job where you can't scheme something up to get you up to date? Stranded at your job? Alone at your job? Has the job ever asked you a lot of question? Like I am right now? Should I stop?
Anyways, I decided to think about it, and I remapped the Syndicate's Space Listening Post. How nice!
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap
Co-authored-by: san7890 <the@san7890.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>
* [Ready] Hilbert Research Facility remap feat. tram (#66082)
* reworks hilbert's hotel ruin
* warooio
* you can now run multiple trams on the same z at the same time, trams are linked by id
* fuck
* sure
* you are a simulacra
* FUG
* dock
* [Ready] Hilbert Research Facility remap feat. tram
* Update mapping_fluff.dm
* Update gordon_freeman.dm
* fixes
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Medical Revamp: Resprites and Jumpsuit/Under Changes (#65236)
New sprites for the CMO's turtleneck/skirtleneck, paramedic jumpsuit/jumpskirt, virologist jumpsuit/jumpskirt, and chemist jumpsuit/jumpskirt
* Medical Revamp: Resprites and Jumpsuit/Under Changes
* fix
Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>