* medical/security modsuit updates and modules (#69194)
tweaks the colors on the security modsuit to be lighter, i think i did that on the original pr but it got reverted due to merge conflicts
makes the standard quick carry module have nitrile level carrying instead of latex level
environmental bodybags are now always pressurized
adds medical and security hardlight bags, which are environmental bags you can use to move people through space, security ones can be sinched to prevent escape
adds a medical version of the prisoner capture module, for patient transport, prisoner capture and patient transport now use the medical/security holobags, medical one deploying them faster. when you move too far out of range the holobag dissipates
adds a defibrillator module, extends shock paddles
adds a thread ripper module, this module temporarily rips away the matter of clothing, to allow stuff like injections, surgery, defibrillation etc through it
adds a surgery processor module, essentially a portable surgery computer like borgs have
fixes a bug where you can unwield defibrillator paddles just after starting the do_after to defib onehanded
fixes a bug where the modsuit gps would have a broken name when renamed
* medical/security modsuit updates and modules
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* bodybags / crates will now be explicit about what is ontop of them if you can't close them due to other bodybags / crates being in the same tile. (#69545)
bodybags / crates will no longer yell about closets being in the way when trying to close them ontop of other bodybags / crates
* bodybags / crates will now be explicit about what is ontop of them if you can't close them due to other bodybags / crates being in the same tile.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Fixes storage mass transfer being generally broken, adds mass transferring onto griddles (#69084)
* - Fixes storage mass transfer
- Brings some sanity to storage procs
- Implements a griddle feature that never was
* Uncomment this
* Right-click attack fix
* Scoop fix
* Smartfridges use silent
* Restores some lost checks
* Fixes storage implants
* Fixes storage mass transfer being generally broken, adds mass transferring onto griddles
* update modular
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* [s] Fixes bluespace bodybags allowing you to delete them when you're inside of them (#69529)
Fixes bluespace bodybags allowing you to delete them in the round
* [s] Fixes bluespace bodybags allowing you to delete them when you're inside of them
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fix lockers giving no feedback when trying to close them with another locker inside (#69172)
Fix lockers giving no feedback when trying to close them with another locker inside
You also no longer try to toggle the lock status when you fail to close an open locker. I think this was a bit weird behaviour because changing the lock status of an open locker doesn't really make sense and only resulted in confusing messages.
* Fix lockers giving no feedback when trying to close them with another locker inside
Co-authored-by: Vincent <CPTANT@users.noreply.github.com>
* [GBP No Update] Perish, individual logging runtime (#69024)
missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* [GBP No Update] Perish, individual logging runtime
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* Allows non-human bodies to spawn in the morgue at roundstart (#68867)
Adds a configurable probability for the cadavers in the morgue to spawn as nonhuman species.
* Allows non-human bodies to spawn in the morgue at roundstart
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>
* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again
* Fixed a bunch of info variables in map files
* Alright this is why I wanted this merged yesterday
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds screentips to rolling beds and body bags. (#68331)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds screentips to rolling beds and body bags.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* Roller beds and bodybags are folded with right click now (#67893)
* Makes Right-click fold up roller beds and bodybags, entirely replacing MouseDrop.
* Roller beds and bodybags are folded with right click now
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Getting shoved into a closet will now mention that the shover shoved you into the closet instead of yourself. (#67769)
Webedit oh no!
Changed the message the user receives by getting shoved into the closet to mention that the shover shoved them into the closet instead of themselves.
* Getting shoved into a closet will now mention that the shover shoved you into the closet instead of yourself.
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Fat Armsky no longer deletes people by standing on boxes. (#67300)
* Securitrons no longer runtime error and delete a player getting stunned through a cardboard box.
* Fat Armsky no longer deletes people by standing on boxes.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* 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>
* Demotes the Quartermaster from Head to Normal Staffer(because /tg/ is making the QM a head upstream and we want to avoid conflicts)
* whoops
* a
* fug
* fuck
* The Great Species Food Rebalance, Part One: Nutriment, Chemical Recipes, Cargo Orders, Baking Times, Oh My! (#67227)
the great rebalance, part one
A comprehensive rebalance of food, including cooking times, nutriment values, crafting recipes, and cargo orders
* The Great Species Food Rebalance, Part One: Nutriment, Chemical Recipes, Cargo Orders, Baking Times, Oh My!
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
* [NO GBP] Fixes Detectives having access to security gear lockers (#67264)
Detectives having access to gear lockers was unintended when originally put in by #66990f3c92c5b6e. Moving gear locker access to ACCESS_BRIG improves consistency in the goal of that PR.
* [NO GBP] Fixes Detectives having access to security gear lockers
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
* makes minifridges able to hold more stuff (#66922)
Due to mini-fridges being in the pool for spawning instead of crates/lockers, if there's too many things meant to spawn in said fridge, unit tests will fail because it cannot hold it.
To fix this, I simply added more storage capacity.
* Makes minifridges able to hold more stuff
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.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>
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more (#66505)
- All tablets who previously had apps in a cartridge now has them built-into their tablet instead. This means it costs space for it.
- Rebalances the sizes of several apps to help them fit on Command tablets (Cargo ordering costed 20!!)
- Removes tablet cartridges, they've been reworked into a regular old portable disk (the same you use for toxins/borgs)
- Removes Signaller (the module required to run the signaller app) from tablets (likely will remove more in the future)
- Refactors the health/chem scanning app to not be as bad
- Dehardcodes detomatix resistance
- Ability to send PDA's to all is now tied to your access rather than a cartridge
- Moves 'eject disk' button to the very top of the UI
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more
* wew
* wew
* ok
* Update nanotrasen_consultant.dm
* Update nanotrasen_consultant.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>