* Dangerous Research - The Alternate Sciences Research Center Space Ruin! (#73544)
* Dangerous Research - The Alternate Sciences Research Center Space Ruin!
* removes the modular one
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Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Medical/Security records now use the max/min age.
* merge conflict
* Refactors crew records (#72725)
I have attempted or otherwise started this project at least 4 times. I
am sick of it being on my calendar. The code needs it. I need it.
- This makes crew records a proper datum rather than assigning
properties record.fields.
- General, medical, and security records are merged.
- Did some slight refactoring here and there for things that looked
obvious.
- Wanted states are now defined (and you can suspect someone through
sechud)
- pAI (unrelated but annoying) had some poorly named exported types that
i made more specific
- Job icons are moved back to the JS side (I wanted to get icons for
initial rank without passing trim)
<details>
<summary>previews</summary>
Editable fields & security console

Medical records

Look and feel of the more current version

</details>
TGUI'd some of the worst UIs in the game.
Creating new records is made much simpler.
Manifest_inject is made readable.
Probably bug fixes
🆑
refactor: Crew records have been refactored.
refactor: Medical records -> TGUI
refactor: Security records -> TGUI
refactor: Warrants console -> TGUI
qol: Players are now alerted when their fines are paid off.
qol: Cleaned up sec hud examination text.
qol: Adding and deleting crimes is easier.
qol: Writing crimes in the console sets players to arrest.
qol: You can now mark someone as a suspect through sec hud.
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* I've got something that now actually works
Just got to incorporate the records into what players can actually see.
* Turns out that client has already been transferred after all
* Adds the past records in the TGUI records (they're kinda ugly but it works, so y'know)
* Whoops
* Hate you too sometimes Prettier
* Fixes ghost roles using LITERAL records, which caused problems
* Fixes the leaks caused by ghost roles not getting their name right because of the stupid freaking special() proc
* I hate list operations man they're so stupid
* Fixes the stars on the crew manifest!
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Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Fixes Lawyer and Atmos techs being on the wrong trimmers. (#68292)
Fixes Lawyer and Atmos tech trims being on the trimmers
Makes Atmos techs assigned by the CE, rather than the HoP, and additionally removes the Lawyer from the HoS' PDA painter. The HoS can't even grant Law office access as it is under service, so I see no reason why they would be able to give the service job away in the first place.
(cherry picked from commit f88fe75188)
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Fix space bartender not having access to kitchen locker in away mission (#69517)
Fix space bartender not having access to kitchen
(cherry picked from commit c76206aa60)
Co-authored-by: Tim <timothymtorres@gmail.com>
* Paramedic has mining_station access flag (#71476)
## About The Pull Request
Lets paramedics leave the mining station they have foolishly wandered
into using the one half of mining access they did already have.
## Why It's Good For The Game
Since you can just take their shuttle and dock at their station, walk
into the station- but not **out** of the station.
## Changelog
🆑
balance: Paramedics get to have mining station access
/🆑
* Paramedic has mining_station access flag
Co-authored-by: theOOZ <sheepwiththemask@gmail.com>
* fixes chameleon card reset issues and makes nuke op trim have a hud icon (#68879)
* partial fix
* outfits now update ids
* fixes chameleon card reset issues and makes nuke op trim have a hud icon
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Oldstation lootboxes (#67361)
Added a lootbox for every role (eng, sci, sec) that requires corresponding ID to open, as an exploration reward.
To provide an incentive to leave the spawn area and give a reward for this.
The loot is for qol and fun, and hardly affects the playthrough for roles that don't get the loot. Besides, you can re-roll your starting job if you have a preference. Or open any box with an emitter.
Engineering crate contents:
/obj/item/pipe_dispenser, - Removed from free chest. To make non engi players use pipe dispensing machine to fix atmos pipes.
/obj/item/storage/bag/construction, - Just qol, you can already make one with cloth
/obj/item/clothing/suit/hazardvest, - To be able to wear construction bag on back
/obj/item/storage/belt/utility, - Just qol, you can already make one with leather
/obj/item/clothing/head/hardhat/weldhat, - Unobtainable otherwise
/obj/item/t_scanner, - Just to accompany pipe dispenser,
/obj/item/screwdriver/power, - Nice tool for the belt
Sec crate contents:
/obj/item/gun/ballistic/rifle/boltaction, - Hardly better than the laser, needs 3 shots to kill xeno and tends to jam. Comes with 15 rounds in total.
/obj/item/knife/combat, - To use as mosin bayonet in CQC with xenos
/obj/item/ammo_box/a762,
/obj/item/ammo_box/a762,
/obj/item/clothing/suit/armor/vest/old, - Moved to the box instead of being available from start - now every profession has vest in a chest
Removed the box of firing pins and two flashes from this box.
Sci crate contents:
/obj/item/relic, - Random relic to make people experiment with EXPERIMENTOR
/obj/item/transfer_valve, - To enable anomaly core refinery
/obj/item/raw_anomaly_core/bluespace, - To refine something
/obj/item/raw_anomaly_core/random,
/obj/item/clothing/suit/toggle/labcoat, - Mandatory for science
/obj/item/reagent_containers/food/drinks/soda_cans/dr_gibb, - Reference to one certain anime
Misc:
Removed redundant cable and pen
Fixed one of the computers being non-disassembable
Added plasma tank, timer and igniter laying next to the sec crate
Removed free pipe dispensers from secure storage to make players use stationary dispensers (when non-engi), or build a dispenser in protolathe
Added 1 guaranteed diamond ore spawn (total 4000 diamonds guaranteed if you disassemble reflector box) to allow building reactive armour shell and inert bluespace bag for anomaly cores. You need 2000 for armour and 600 for inert bag of holding with femto manipulators.
Added 1 guaranteed gibtonite spawn to kill or amuse the players
Dead roboticist ID now has ordnance access to allow downloading of paper publishing software for experiments
* Oldstation lootboxes
Co-authored-by: Andrew <mt.forspam@gmail.com>
* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Departmental Officers now have access to most of their department (#67275)
This pull request equalizes the access that departmental security is given for their department, giving departmental security officers access to all areas in the department which aren't head-specific. For example, the engineering security officer wouldn't have access to the tech storage room or the ce's office, but does have access to tcomms, engine equipment etc.
This is done so that all departmental security officers are equally enabled to respond to issues in their department and have the access that a basic member of the department would have. Currently, cargo officers are able to respond to any issue not in the vault or QMs office, but officers in science could only respond to issues in the science hallway, research room, or circuit room, and are unable to respond to issues in any other place in the department.
I believe that the reason for the above is that when new accesses have been added to departments, they neglected to add these areas for departmental security officers.
Upon further research, for things like virology or xenobio, it feels like keeping security officers out was intended, so I'll label this both a fix and a balance change.
Departmental security officers should be able to reliably respond to security issues in the department. While some areas like virology and xenobiology were deliberately separated from being accessible by security officers previously, I believe it is an antiquated design crutch that does not properly reflect the modern ways that antagonists work, and certainly doesn't reflect the standards that are currently set for officers.
Giving officers these accesses make departmental assignments something with genuine utility instead of something that gives you an armband and enables officers to feel/be felt like a part of their designated department.
These changes also make sure that departmental assignments are treated equally and have equal utility, making it easier to collectively change the feel of departmental security in the future.
* Departmental Officers now have access to most of their department
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
* [NO GBP] Gives miners general cargo access (#67025)
Gives miners the ability to access their department (like the cargo bay) as normal. This is a quick fix to make sure that miners can do their jobs while we wait for the refactor currently in the works to go through. After that is in I will be able to properly manage the accesses and compartmentalize as necessary.
* [NO GBP] Gives miners general cargo access
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
Having general access to your department is great for design consistency and allows us to properly map access helpers to reflect what is supposed to be general access and what is not, making it so we do not have to map multiple accesses onto one door when it is not required.
Should also fix Atmospherics Technicians not having access to the Supermatter shiftstart.
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
* Bounty Hunters as ERTs + Flame Id (#64083)
About The Pull Request
Bounty Hunters can now be called as ERTs, to which they will spawn at centcom with proper access. Also, the bounty hunters now get flame ids, because they think they're that cool.
Why It's Good For The Game
Bounty Hunters are really fitting for admin erts, but I never bothered to throw them in until now. Also, it was a good opportunity to fuck off with all that id label BS
Changelog
cl
admin: Bounty Hunters can now be called via admin ert
expansion: Oh, and they have cool flame ids as well!
/cl
* Bounty Hunters as ERTs + Flame Id
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Nerfs HoP's access (#63165)
About The Pull Request
Removes HoP's access to security office.
Removes HoP's mech access entirely (except mining)
Why It's Good For The Game
HoP already has a TON of access for what their job is about, managing job changes and service/cargo. There's no reason why they would need such things as access to mechs, science, medical, ect. But for now, I just want to focus on removing Security Office:
HoP, on all maps, has a gun recharger in their office, and they will still remain access to departmental offices, so security office access is irrelevant for charging their gun. I personally don't think that HoP, a non-sec role, should have aceess to security lockers. They are a Service/Cargo job, they shouldn't have access to just walk in and take SecHUDs.
If HoP really needs access to security office, they can give themselves the access, but thanks to ID trimming, that cost isn't free anymore. Though it technically is, because they only need to give themselves 1 access edit, which isn't gonna affect a Silver ID, so I personally think they should have more access removed but that's not the point right now.
Changelog
cl
balance: the Head of Personnel no longer has access to Security Office nor Mechs (outside of mining ones).
/cl
* Nerfs HoP's access
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Feex (#62734)
#60690 added a feature to job ID trims allowing them to set a proper job for the bank account.
However, it used job datums instead of job singletons. Vending machines expect bank accounts to have job singletons.
I have added a simple fix. In New(), the appropriate job singleton will be instantiated in place of the ID card's job path.
All other code utilising this variable in game/machinery/accounting.dm now just works.
* Fixes the accounting machine assigning bank accounts that bluescreen vendors.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Gives Atmos tech external access by default (#62126)
Right now Atmos Techs have external airlock access only on skeleton crew.
So on a high pop round if you are the guy that is trying to repair a breach you need to use one of the 3 external airlocks you have access, Arrivals, Departures or Atmos, to move in/out and start repairs instead of being able to use the nearest external airlock to the breach.
This PR changes that.
If repairing the station is annoying/too much effort the players will simply not fix it.
Right now, if you fix a breach on a department and want to go into it to do further repairs, you either need to trap yourself into the breached room, screaming at the AI/hacking your way back into the main department area or walk all the way to one of the 3 airlocks you have access and then follow the hallway back to the department entrance, probably going across multiple external airlocks on your trip.
Or you just put down a holo fan, weld a external wall down and you are back inside the station in 30 seconds with no issues.
The lack of access is mostly a trap for new Atmos Techs.
* Gives Atmos tech external airlock access by default
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Improves readability on id_trims/jobs (#61484)
So anyway, I want to buff Atmospherics Technician access with my hard earned GBP, accidentally fell into the refactor rabbit hole and decided I should make things cleaner first...
Just makes things easier to read, now the extra extra_access is added on top of the minimal_access so it is easier to see which jobs have access to what based on the pop/config options.
I wanted to rename a few things on the config but since skeleton crew access is something that admins are talking about I will leave it for later and just improve readability here.
Also, this was a lot of copy pasta, moving things to be in alphabetical order, removing unnecessary ones, I read it 10 times but I might still have lost some access in the pool so scream at me if I dropped something.
Did you know the HoS had access to maints twice? I know command has benefits above the crew but twice the maint access is too much...
Hopefully it will be harder for small mistakes like this to slip by.
* Improves readability on id_trims/jobs
* Fixed our job access, hopefully.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.
Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.
Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.
Makes the code more legible and makes mapping less painful.
(The payment has been made)
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes the accounting machine by granting unassigned accounts to new savings accounts. (#60690)
* Fixes the accounting machine by granting unassigned accounts to new savings accounts.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Removes SSmapping delayed config loading. (#59328)
Does it in /New instead
* Deletes code that has a comment stating that it should be deleted after an issue that is now closed is resolved.
Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
* Minor repalettes of some ID cards and trims (#59240)
* Add files via upload
* Update jobs.dm
* Minor repalettes of some ID cards and trims
Co-authored-by: Kokonut <38844529+maxymax13@users.noreply.github.com>
* Fixes ID trim singletons ignoring config flags. (#57406)
* Fixes ID trim singletons ignoring config flags.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>