## About The Pull Request
- Adds Roach Infusion to the DNA infuser.
- Bonuses include:
- All infused organs are 2x as healthy, notably your heart: Meaning
getting revived after being dead a while is easier
- When being attacked from behind or while lying down, take 50% less
damage from brute attacks
- Lose disgust 32x faster, making it a non-issue
- Higher toxin purge threshold (5 units, up from 3)
- Virus resistance (same as spaceacillin)
- 100 innate bomb armor, preventing explosions from gibbing you
- 90 innate bio armor
- Immunity to appendicitis, radiation, and to being gibbed by nuclear
bombs
- Downsides include:
- Knockdowns are 3x as long
- get 3x as hungry
- Ingest reagents to your stomach 1.5x slower
- Take 2x as much damage from toxins
- Toxins over the purge threshold deal 4x more liver damage (effectively
2x, as the liver has 2x health)
- Becoming a bug
- Roaches are gross
- Adds a way to kill roaches without having them splat. If they are
sprayed with bug spray, they will simply fall over, and can be scooped
up.
https://github.com/tgstation/tgstation/assets/51863163/5078c493-9e28-42cb-ae51-45fa25b67a34
## Why It's Good For The Game
More content for the DNA infuser, which benefits greatly from variety.
While initially it may seem like a lot of bonuses, a lot of them are
very niche, with the exception being the brute resilience which is the
big "actually useful" bonus you gain.
The infusion is intended to be given to Engineers, offering innate
Radiation immunity to allow them to work on the Supermatter without
needing a rad suit. Likewise, if the work goes south and the Supermatter
goes boom, their body will more than likely survive the blast.
## Changelog
🆑 Melbert
add: Adds the Roach infusion to the DNA infuser. Do you want to survive
a nuclear apocalypse? Visit genetics today.
add: Adds a way to kill Roaches without splatting them. Visit botany for
a spray bottle of pestkiller.
qol: Infuser book is more book-like
fix: DNA infuser correctly gives on-success feedback messages
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
https://github.com/tgstation/tgstation/assets/7501474/a2d83ce8-eba1-42d9-a1f8-9d73f7c40b21
Adds shuttle events! Stuff can now start to happen outside the shuttle,
either benign or spicy (but usually just fun to watch)!
## Why It's Good For The Game
The shuttle escape sequence is an important part of the game, uniting
about every player surviving player. Recently, #71906 has made the
escape sequence more forgiving as well as more interesting by
conditionally doubling the playing field. The area outside the shuttle
is still mostly empty though, except for the few people being spaced,
daredevils and the occasional epic space fight.
This PR adds adds some space events to spice up the outside of the
shuttle! This both gives people something too look at, making the escape
sequence feel less static and more lively, as well as give people a
reason to go outside and get the full experience of ~being decapitated
by a meteor~ swimming with the fishes!
<details>
<summary>Shuttle Events</summary>
**Friendly carp swarm**
Spawns a group of carp that flies past the shuttle, completely friendly
unless provoked.
**Friendly meteors**
Spawns a lot of strong meteors, but they all miss the shuttle.
Completely safe as long as you don't go EVA
**Maintenance debris**
Picks random stuff from the maintenance spawn pool and throws it at the
shuttle. Completely benign, unless you get hit in the head by a toolbox.
Could get you some cool stuff though!
**Dust storm**
Spawns a bunch of dust meteors. Has a rare chance to hit the shuttle,
doing minimal damage but can damage windows and might need inflight
maintenance
**Alien queen**
One in every 250 escapes. Spawns a player controlled alien queen and a
ripley mech. RIP AND TEAR!! Really not that dangerous when you realize
the entire crew is on the shuttle and the queen is fat as fuck, but can
still be fun to throw people around a bit before being torn to shreds.
**ANGRY CARP**
Once in every 500 escapes. Spawns 12 normal carp and 3 big carps, who
may just decide to go through the shuttle or try and bust through the
window if you look at them wrong. Somewhat dangerous, you could stay
away from the windows and try to hide, or more likely shoot at them and
weld the windows
**Fake TTV**
Lol
**Italian Storm**
Once in every 2000 rounds. Throws pasta, pizza and meatballs at the
shuttle. Definitely not me going off the rails with a testing event
**Player controlled carp trio**
Once in every 100 escapes. Spawns three player controlled carp to harass
the shuttle. May rarely be a magicarp, megacarp or chaos carp. I can't
honestly see them do anything other than be annoying for 3 seconds and
die
There are some other admin only ones: a group of passive carps going
directly through the shuttle and just being little shits, and a magic
carp swarm
</details>
Events are selected seperately, there isn't a crazy weighting system,
each just has a chance to run, and multiple could run at once. They also
don't immediately trigger, so people can get settled a bit, and to make
sure just waiting out the more dangerous ones is still a valid strategy.
## Changelog
🆑
add: Adds shuttle events! If shuttle escapes weren't exciting before
(doubtful), they definitely are now! I'm joking it's mostly an
atmosphere thing.
admin: Adds an admin panel to interact with shuttle events, under the
Events tab: Change Shuttle Events
fix: Objects spawned in hyperspace will properly catch hyperspace drift
/🆑
There's a few things I'd like to do later (another PR) (honestly anyone
can do them because I suck at follow-ups), because this is too big as
is:
- Hijack triggered shuttle events
- More events (got a lot of cool suggestions, but I'm putting most of
them on hold)
- Maybe stration announcements if some more dangerous ones get added
- Structures appearing next to the escape shuttle???
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Step 1 to finishing https://github.com/tgstation/tgstation/pull/75986
All the GAGS configs are in one big file. It's a mess. I can't work with
it like this...
PR is simple, it splits `config_types/greyscale_configs.dm` into a
folder of greyscale configs. Currently it's sorted roughly by category,
I.E `greyscale_configs/greyscale_clothes.dm`, but this can be changed as
requested. Mostly just need this to be less... y'know.
Single-unsorted-.dm-file.
Also updates the .README with both the new path, and some practices I've
learned that make GAGS easier to work with. Namely, it clears up how
preset-colored states work, gives a more common example of a .json file
without references and with generic variable names instead of example
ones, leaves a note to make a pre-made OBJ icon for mappers' sakes,
correctly mentions that Name is _required_ in the config, links to the
update path of the folder (right now it just hyperlinks to
greyscale_unsorted.dm), and gives advice on minimizing code using
subtyping, especially for clothing.
Wow, wall of text, I swear it looks better than this in the .README
## Why It's Good For The Game
Code readability and paving the way for me putting in the
standardization I wanted.
Was updating the documentation about PDAs on the wiki and saw some minor
issues, threw in the bug fix for issue
https://github.com/tgstation/tgstation/issues/75231 as well because why
not.
Also added the ability to put medipens into PDAs, they're small and
pen-like enough, right?
## About The Pull Request
The title says it all, really.
~~Initially, I was only going to do it for all wintercoats, but then I
figured I might as well bring it down to all of `/hooded`, just so other
suits could benefit from it, since that behavior came from there anyway.
Does that mean that it does nothing for some of them? Yes, it does. Does
that justify having another variable to tell whether or not that should
be possible? In my humble opinion, not really, but I'm not against it if
it's requested.~~
~~That functionality was intentionally removed from the Void Cloak, as
there would be balance implications (since bringing up the hood makes
the whole cloak invisible, which you could skirt by just "zipping" it,
which also makes it invisible.~~
~~The sprites were already there, so this change was very simple to do.
Simply unties the zipped up look from the fact that the hood is up.
However, toggling the hood forces the zipping/unzipping, just so there's
no balance implications involved. It's just simpler that way.~~
So, I ended up going back and changing the sprites so that the hoods
would no longer be baked into the jacket's sprites, so that they could
be done as overlays instead, which ended up solving my problem with
hoods not being there on zipped-up versions.
For now, it's been made on winter coats only, but it shouldn't be that
difficult to bring it back down to the `/hooded` level. I just didn't
want to bother touching up the sprites down there, as it already took me
like 2-3 hours touching up the sprites of the winter coats alone.
I also took the decision to make it so EVA winter coats used the regular
winter coat's sprites, because they had special ones that just looked
like worse versions of the original, without anything special going on
for them. It was just a straight downgrade compared to the base sprite,
in my opinion.
There's still issues with the custom winter coat, in that the hood isn't
made into an overlay for it yet (and that'll require an extra bit of
logic to make it work, too), but it was already an issue before, the
hood is always present on the current version of the custom winter coat.
There's still a handful (sadly, most) of the winter coats that don't
properly reflect on their obj sprites when they're opened versus when
they're closed, but that's due to an initial spriter oversight, and not
to my doing. The open versions were just left as closed on many of them,
and I simply don't have the patience nor the appropriate skills to edit
that many coats that way.
## Why It's Good For The Game
Now you can be stylish with or without the hoodie!



According to ChatGPT, with one small tweak (thanks Opera GX for the
suggestion):
> Zipped and unzipped through alt-click, winter coats can now be. Hmm,
stylishly warm, you shall be. Feel like a Spaceman, you will. Use the
Force, to zip and unzip, you must. Look cool, you will. Yes, hmmm.
## Changelog
🆑 GoldenAlpharex, ChatGPT for the first changelog entry (slightly
edited)
qol: Zipped and unzipped through alt-click, winter coats can now be.
Hmm, stylishly warm, you shall be. Feel like a Spaceman, you will. Use
the Force, to zip and unzip, you must. Look cool, you will. Yes, hmmm.
image: Winter coats no longer have their hood baked into their jacket's
sprite, both in item form and when worn.
fix: Updated the Icebox EVA winter coats (the Endotherm winter coats) to
use the same sprites as the regular winter coats.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
@ninjanomnom
Currently CI is set to fail if your greyscale is outside of the
'code/datums/greyscale/json_configs' folder, however if greyscale is
used more often, this folder will be filled with configs and will be
confusing to navigate.
## Why It's Good For The Game
I think it would be good if we can have subdirectories of
/greyscale/json_configs/ for sets of clothings (like example for
jumpsuits could be
``code/modules/clothing/under/greyscale/json_configs/``) to avoid having
it all stuffed in one folder.
We have a ton of greyscale, and this seems to already be getting bloated

## Changelog
Nothing player-facing.
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
## About The Pull Request
The marisa shoes were building their icon using greyscale config for
their normal icons, but the worn ones were for some reason using a
`worn_icon_state` "marisa" that had its own full sprite.
I removed the sprite and added an overlay instead for the one part of
the shoes that differs from base sneakers.
Cleaned up the weirdness, now it uses the sneakers base config to build
its icon like all the other sneakers.
## Why It's Good For The Game
Clearer code, less weirdness. Icons created using GAGS are consistent
now.
<details>
<summary>The default colors on a mob still look exactly the same as the
old icon, removing the need for it</summary>

</details>
<details>
<summary>Now worn icons get set up correctly, where the yellow bit is
uncolored</summary>

</details>
## Changelog
🆑
fix: marisa shoes will now build its worn icon using the greyscale
config like sneakers do
/🆑
<!-- 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
Adds a new neutral station trait the announces to the crew its a member
of staff's birthday, spreads some confetti/balloons around and gives out
some birthday themed items including hats, new toys and cake ingredients
for the chef.
The mechanical impact of the trait is quite minimal only giving out some
fluff items and giving the janitor some extra work. However the event
has a lot of potential roleplay impact by singling out a crewmember and
informing everyone about their birthday, I can foresee players using
this as an opportunity to run birthday themed gimmicks or give one
specific player preferential treatment for the shift which should allow
for some interesting stories to be produced.
<!-- 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
Partially explained in my about section but in short I think a lot of
the station traits we have at the moment are very mechanically driven
and we could use a more open ended roleplay prompt themed one which this
one provides. The idea of one player getting put in the spotlight while
not being an antagonist is also something I can see potentially great
stories come from.
<!-- 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
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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: New Neutral Station Trait, "Employee Birthday", its someone on the
crews birthday, make sure to wish them a happy birthday and perhaps get
them a gift.
add: Two new party themed items have been added to the arcade prize
pool, the party horn and a box of party poppers.
/🆑
<!-- 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
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the changes rather than a summary of the PR's contents. -->
## About The Pull Request
Implements new sprites for the witch (Marisa) hat, divided into three
greyscale icon states - base, bow, and charms. The hat can have its
colours customized at an AutoDrobe. The not fake version has also been
changed in the same way. The default colours are approximately the same
to the old hat's.

_A coven of witches showing off their newly colourable hats_
## Why It's Good For The Game
More customization options for clothes allow for more variety and
greater player creativity.
## Changelog
🆑
add: added greyscale json configs for witch hat and witch hat worn.
imageadd: Added new, greyscale states to head/wizard.dmi
imagedel: Removed Marisa hat states from head/wizard.dmi
code: changed Marisa hat code in wiz_robes.dm to make them use
greyscale.
config: changed greyscale configs to include the witch hat.
/🆑
## About The Pull Request
Garden gnomes can go into the ground when they stand still for a while.
If they are damaged and underground they will heal. If they are
underground they will also gain damage resistance. They can make people
trip when underground and deal some damage. They are available through
golden slime cores or you can collect them from cargo with an emag. If
one of them gets damaged they will all retaliate against the attacker.
They have a very realistic colour pallet based on online gathered data.
Depending on their colour pallets some of them have a very low chance of
spawning.
## Why It's Good For The Game
These new garden gnomes come with expanding the world building of space
station 13. These gnomes will add more variety to the game play and use
an interesting AI and behavior that interacts with the player.


## Changelog
🆑
add: Adds garden gnomes.
imageadd: Adds garden gnome sprites.
/🆑
## About The Pull Request
- I screwed up and called 'Bench Solo' 'Bench Right' in the JSON file.
'tram subfloor' should just be 'tram' since it pulls the name from the
lower left tile of the tram.
- Tram plaque no longer covers objects on that tile.
## About The Pull Request
Continuation of https://github.com/tgstation/tgstation/pull/72047 this
part was left out until it could be done using directional map helpers.
- Side mounts the tram controls freeing up the middle space for
shenanigans or whatever, and you can hit the controls faster from either
side of the tram.
- Emergency exit feature, doors can be forced open when the tram has
lost power.
- Accessible spots for wheelchairs (Ian's injured, you know!)

## Why It's Good For The Game
- Looks like a tram direction sign instead of an awkward center placed
computer. Build an ice cream or illicit drugs shop or something in the
middle. Frees up space.
- You don't get stuck on an unpowered tram if you don't have a crowbar.
## Changelog
🆑 LT3
imageadd: Tram controls are now side mounted, freeing up space. Even
better, you now have two of them!
imageadd: Added a new accessible space on the tram for wheelchairs
fix: Removed duplicate tram plate/platforms
code: Tram has its own floor subtype for the walls and windows
add: Emergency exit feature added for people who are silly enough to not
carry a crowbar
/🆑
## About The Pull Request
I made some magic circle animations for a downstream antagonist (coming
to tg 2023?) and people told me "Jacquerel heretic should also do
something like this" so after several hours of madness now they do.

This PR redraws the Heretic Transmutation Rune, and adds new effects for
drawing and unsummoning it.
The below videos are slightly outdated because the base colour is a tad
lighter now but you'll get the idea.
https://user-images.githubusercontent.com/7483112/210192981-0a34f3f9-ec78-4332-8148-896886d4d344.mp4
The animation is the same if you use the Codex Cicatrix, just the gaps
between steps are shorter.
Additionally, your rune effects are now coloured based on your heretic
path.
https://user-images.githubusercontent.com/7483112/210192985-4bda65af-5655-43a2-9685-0ca4d1519c87.mp4
Now the only caveat I can think of here is that as the 30 second long
drawing process now comes with flashy effects this _does_ make you
potentially more visible to random people who wander into your secret
den than previously, however as that would require them to overlook you
standing completely still with a _burning hand_ I don't think that
should be a massive issue.
Nobody was relying on the extremely long action bar having no animation
to draw runes in the middle of rooms full of people... right?
## Why It's Good For The Game
It looks cool.
## Changelog
🆑
imageadd: New look and animations for the Heretic's transmutation rune
/🆑
## About The Pull Request
Adds the "DNA Infuser" to genetics. One person enters, a corpse is added
to the machine, and you can activate the machine to "infuse" the subject
with the DNA. This converts one random organ from a set into the
mob-related organ.
### Rat mutation 🐀
Rats can be fed in to turn you into a rat-creature-thing!
```diff
+See better in the dark
+Can pretty much eat anything! Toxic foods, gross foods, whatever works!
+Smaller, and can climb tables
?Randomly squeaks occasionally?
-Take twice as much damage
-Vulnerable to flashes
-Gets hungry MUCH quicker.
-Yes, eat anything, but only ENJOY dairy.
```
Having every rat organ at once allows you to ventcrawl nude!
### Carp mutation 🐟
Carp work for a mutation as well!
```diff
+Strong jaws, that drop teeth over time!
+Space immunity! Breathe in space, unbothered by pressure or cold!
+Smaller, and can climb tables
-Can't block your jaws with a mask
-Can't take the heat, overheats easily
-Can only breathe in environments that have minimal or no oxygen
-Nomadic. If you don't enter a new zlevel for awhile, you'll start feeling anxious.
```
Having every carp organ at once allows you to swim through space!
### Fly mutation 🪰
Any corpses without organs to turn into turn into fly organs! Fly organs
now have a bonus for collecting them all, transforming you into a fly,
when you pass the threshold. But even without those, fly organs are
technically... organs. They most of the time work like normal ones.
## Todo 🐦
- [x] Finish the infuser code
- [x] Create a little booklet that shows what kind of shit you can turn
into, hopefully i can autogenerate this based off of organ set subtypes
list
- [x] sprite/slap a color on rat mutant organs
- [x] Maybe make a *few* more organ sets
## Why It's Good For The Game 🐑
Oops, I forgor to fill this out! My hackmd is here.
https://hackmd.io/@bazelart/ByFkhuUIi
## Changelog 🧬🆑 Tralezab code, Azlan + Azarak (Az gaaang) for the organs
add: Added the DNA infuser to genetics! Person goes in, corpse goes in,
and they combine!
add: Try not to turn yourself into a fly, OK?
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
aka: quantum pads with gags
Quantum keycards now light up depending on the linked pads
location/status, and the pads location will be visible on examine.
The card will be white if no pad is linked, the color of the department
the linked pad is in, or dark gray as a fallback.
## Why It's Good For The Game
Quantum keycards are impossible to organize, especially if you have
multiple on you. Differentiating your secret way into CE's office or
space could be vital. This helps to differentiate them and keep you
'safe'.
## Changelog
🆑
qol: quantum keycards light up with the department theyre in (or grey as
a fallback)
qol: quantum keycards are custom renamable w/ pen, to help keep em
organized
/🆑
Co-authored-by: etherware-novice <candy@notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@thisisnotarealaddr.com>
## About The Pull Request

First step of atomising #71421
This PR adds GAGS configs to megacarp and magicarp.
Magicarp were already just "carp but a specific colour", now instead
they are differentiated by having animated glowing eyes.
Megacarp have a randomly generated colour.
Additionally, inkeeping with the fantasy theme (they're wizard event
mobs) magicarp are colour coded by what spell they cast and gain a name
prefix based on the same, so you can tell what they're going to do to
you before they do it.
_Chaos_ magicarp change colour randomly every time they cast a spell.
Holographic carp don't have a colour config, Lia always uses the old
Magicarp colour, and Cayenne still has a random colour with an increased
chance over regular carp to be silver.

## Why It's Good For The Game
It makes "big carp" share a feature with their smaller cousins in a way
which I think looks nice.
It makes it easier to tell the more dangerous magical carp from the
regular ones (rather than just memorising which colour means they can
cast spells) as well as what specific _way_ they are dangerous.
## Changelog
🆑
qol: You can see what kind of spell a magicarp will cast by hovering
your mouse over it.
imageadd: Megacarp now have a random colour.
imagedel: Magicarp are now colour coded based on their spell, or change
randomly if they're Chaos Magicarp.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
🆑 ShizCalev
qol: Converted buckets (and naturally cleanbots) over to GAGs.
fix: Cleanbots built with a wooden bucket will now properly drop a wooden bucket when destroyed.
/🆑
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
About The Pull Request
Reorganizes the entire icons/mob folder.
Added the following new subfolders:
nonhuman-player (this was initially just called "antag", but then I realized guardians aren't technically antags)
simplemob
silicon
effects (for bloodstains, fire, etc)
simplemob/held-pets (for exactly that -- I wasn't sure if this should go in inhands instead)
species/monkey
Moves the following stuff:
All human parts moved into species, with moth, lizard, monkey, etc parts moved to corresponding subfolders. Previously, there were some moth parts in mob/species/moth, and others just loose in mob. Other species were similar.
icemoon, lavaland, and jungle folders made into subfolders of simplemob
All AI and silicon stuff, as well as Beepsky et al. into the silicon folder, simplemobs into the simplemob folder, aliens into the nonhuman-player folder, etc.
Split up animal_parts.dmi into two bodyparts.dmi which were put in their respective folders (species/alien and species/monkey)
Code changes:
Filepath changes to account for all of this
Adds a check when performing surgery on monkeys and xenos, because we can no longer assume their limbs are in the same file
Turns some hardcoded statues and showcases that were built into maps into objects instead
Things I'd like to do in the future but cant be assed right now:
Remove primarily-antag sprites from simplemob/mob.dmi (Revenant, Morph, etc.) and put them in the nonhuman-player folder
Split up mutant_bodyparts.dmi into different files for Tizirans, Felinids, monkeys, etc and put them in their own folders. Those may have once been meant primarily for mutated humans but that's now how they're being used right now.
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
About The Pull Request
second part of #68417, which splits the suits.dmi, but this time focuses on obj items. everything stated in that pr applies to here aswell, it follows the same categorization.
Why It's Good For The Game
finishes the much needed splitting of suits.dmi, easing the minds of spriters everywhere and lowering the probability of future pr conflicts in this area
* the radio star
* I think it's funny that I've had the same contrast problem on all of my GAGS PRS
* oops forgot to make the RD's key unique
* fine
* what if I said please
* swaps translation key to be in line with the other new ones
About The Pull Request
Resprites various clothing items from the clothesmate with GAGs.
Organizes the clothesmate. Recolorable items on top, in the order of head, mask, neck, glasses, gloves, acc, belt, under, suit, shoes.
Adds a pair of jean shorts.
Tweaks some already GAG'd sprite colors.
Top: OG
Mid: Resprite in the style of the OG
Bottom: Random colors to showcase colorable channels
yoopp
sundress, tango, plaid, slacks(khakis), shorts, jeans, turtleneck skirt. scarf, large scarf, beanie. new jean shorts.
(excuse the inconsistent pantyhoes, hair, and ears i was already done screenshotting before i realized)
Why It's Good For The Game
Expands the amount of in-game customization while also cutting down on current and future sprites at the same time its like magic.
Changelog
cl
imageadd: Various clothing items have been converted using GAGs, making them recolorable. Check it out at your local clothesmate!
/cl
* Removes all thermal ballast piping from our maps
* Removes co2 recirculation from our maps, no reason to have it if ballast isn't a thing
* Removes all behavior that's linked to ballast
I don't think ballast is something that's useful to keep around, since
it functions to make cooling things harder for what amounts to no real
reason.
We still have space as an infinite source of cold, it's pointless to
gate it.
Anyway, this commit.
I'm removing all uses of two ports, cooling, efficency, work skipping, and
safeties.
This means dropping quite a lot of behavior.
There's no emag effect currently for instance, because it renabled some
previously buggy behavior that was caused by ballast, which I'm nuking.
Also doing away with metal h2, because even though I like the idea, it
has no purpose as of now.
Removing ballast has made a lot of the logic and checks that were done
in process_atmos pointless, so they can go too.
I'm keeping the barebones behavior of how power consumption works,
because I like it.
Efficency is going because it was almost always like 80% without
ballast, and I didn't think it was something worth having.
Cooling as a concept can go interestingly enough, because there's no
difference between heating and cooling, just the temperature we're
targeting.
I think that's about it? I'm also removing failure states, because they
too were linked to ballast
Oh, and I'm removing the redundant icon states and gags entries, since
well, they aren't used anymore. Also removed some from the js file
Converts PDA functions and applications over to modular tablets and devices, namely the messaging function. HREF data code is quite honestly clunky and difficult to work with, as I've definitely experienced whilst working on this. By moving from this system over the easier to read (and frankly, easier to add to) TGUI system, you get cleaner looking and more user friendly UIs and a greater degree of standardization amongst other UIs.
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Adds two suits and one hat based on moth lore and culture, available at the clothesmate. They are set up with GAGS and can be freely recolored
* Adds one curator bundle based on construction, themed after moth engineers. It gives a few tools, materials, and a suit with hidden pockets
* Adds a color matrix layer to GAGS
* Fixes default row value
* Passes along the last viable icon for color matrix use
* Removes stray nocache reference
About The Pull Request
Ever since I saw @EOBGames PR this, I've wanted it. I've needed it. I've been delaying some mapwork FOR this. This is an identical PR to #61689, just updated so that it's not conflicting with anything. I've done everything @Krysonism asked for from last time too. That's right spacemen, double beds are back, and more cursed then ever. Cursed to succeed that is!
Why It's Good For The Game
We. Don't. Have. Benches.
Benches are a hallmark of any public space! You can sit on them, sleep on them, stand on them, even sleep on them! Our stations have a ton of chairs, but chairs don't really communicate public that well. Benches do. As for the beds? Well Inept wants them, and you know what? I respect that.
cl
expansion: Sofas now include the Bench Type. These are buildable with 2 metal plates from the crafting menu.
expansion: Beds can now be rotated (flipped), and include the Double Bed Type. Miners can also make Double Pod Beds to really feel like an Alaskan King.
expansion: Bedsheets to match! Try to share those big blankets with a lizard if you see that they're shivering!
code: Stuff that lets you interact with the benches and beds in-game, so that you too can enjoy being a king.
sprites: Ports the Benches and Double Bed sprites from Skyrat
sprites: Flipped Beds