* Fixed Broken Sprites for Glasses & Shot Glasses (#70063)
Shot glasses and drinking glasses had a broken sprite which I believe was due to reagentfillings.dmi not being updated to fit with the new glass sprites in drinks.dmi. This affected any reagent that didn't have a sprite in reagents.dmi, and all shot glasses.
* Fixed Broken Sprites for Glasses & Shot Glasses
Co-authored-by: dalmationer <tristan@nelefa.org>
* remove the bad
* add
* oop
* oh yeah i removed those i forgor
* add the icon files (not yet done tho)
* remove more obsolescence
* wait not this PR
* remove vic coats (use Buttondown Shirt)
* stupid repathing...
* GREYSCALE GREYSCALE GREYSCA
* last minute tweaks
* hh
* mfw tg obj has dir
* Remove Poly sweater while I'm here bc I hate it
/obj/item/clothing/under/sweater has replaced it
* fix the broken item
* not actually worth keeping - we can always re-add them later
they didnt even see use ingame anyways
* Can be essentially recreated with TG's gags pants, plus feels bloat-y
* fixes a dress on digi (its over-extravagant enough to be a costume)
* to-do notes
* remove the unused items (also something missed last commit
* Fucking Blueshift.
* New cook jorts (#69926)
imageadd: Nanotrasen Grilling Jorts have received a cosmetic upgrade
* New cook jorts
Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com>
* New Path of the Blade Blade Sprite! New Blade Blade Description and Name! Blade Blade Blade! (#69860)
imageadd: Updates the Darkened Blade: New name (Sundered Blade), new description, new sprites.
* New Path of the Blade Blade Sprite! New Blade Blade Description and Name! Blade Blade Blade!
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Resprites the station bounced radio (#69472)
imageadd: The station bounced radio has been resprited
* Resprites the station bounced radio
Co-authored-by: ReinaCoder <83892995+ReinaCoder@users.noreply.github.com>
* Add the atmos thermal imaging goggles (#68878)
* add atmos thermal imaging goggles, which shows the temperature of the gas mixtures around the user.
* Add the atmos thermal imaging goggles
Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
Adds a rack of Syndicate-branded souvenirs to the kidnapping holding area, including a new t-shirt
Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com>
* Captain 2.0: Midnight Blue Edition! (#69842)
imageadd: Resprites all of the captain's clothes!
* Captain 2.0: Midnight Blue Edition!
Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
* Fixes the orientation of the left and right end of corporate sofas when facing North (#69594)
Now, when facing North, when you place the left end of a corporate sofa, it's going to point left as expected. Same for the right.
I had to scratch the UpdatePaths script, because it was a circular script and that was apparently not something that's supported. So, instead, I used the following RegEx manually, and just took the like minute it took to manually replace all of the lefts with rights and vice-versa that came up from that search:
/obj/structure/chair/sofa/corp/(left|right)\{
dir = 1
\},
For downstreams, just keep in mind that you'll have to make sure you only apply the change to map files that are your own, and not to the maps that are made by /tg/ (unless you added some north sofas directly to the files yourself). If you're not sure whether you've done it right or not, just open the map in SDMM, after compiling the PR locally, and you'll be able to see whether it worked or not.
* Fixes the orientation of the left and right end of corporate sofas when facing North
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* adds structure spawners for electrified grilles, adds greps for some fulltile window spawners (#69528)
* adds structure spawner for electrified grilles
* sdmm key cleanup
* adds structure spawners for electrified grilles, adds greps for some fulltile window spawners
* should fix blueshift lints lets see
* should resolve most if not all of the others
* damn you skyrat map reset
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Dimensional Anomaly (#69512)
About The Pull Request
Everyone has been asking: "When will there be an anomaly like the bioscrambler, but for the space station? Please, we need more things which replace objects with different objects from the same typepath."
Well I made it and it looked like ass because non-tiling floor and walls look terrible, so then I made this instead.
Dimensional.mp4
The "dimensional anomaly" shifts matter into a parallel dimension where objects are made out of something else.
Like the Bioscrambler anomaly, it does not expire on its own and only leaves when someone signals it or uses an anomaly remover.
When it spawns it picks a "theme" and converts terrain around it until it covers a 7x7 square, then it teleports somewhere else and picks a new theme.
A lot of these themes are relatively benign like "meat", "fancy carpet", or "gold". Some of them are kind of annoying like "icebox" because it creates floor which slows you down, or "clown" because bananium is intentionally annoying. Some of them are actively dangerous, mostly "uranium" and "plasma".
The main problem this will usually cause for crewmembers is decreasing area security. When it replaces doors it replaces them with ones which don't have any access control, and it will also replace RWalls with normal and much more vulnerable walls which will make breaking and entering significantly easier until someone has taken the time to fix the damage. But also sometimes it will irradiate them, you never know.
The fact that sometimes the changes are benign (or provide uncommon materials) and might be happening in places you don't care about access to might encourage people to push their luck and leave it alone until it starts turning the captain's office into a bamboo room or repainting medbay a fetching shade of flammable purple, which I would consider a success.
Armour.mp4
If you successfully harvest the anomaly core you can place it into the reactive armour to get Reactive Barricade Armour, which shifts your dimension when you take damage and attempts to place some randomised (not terribly durable) objects between you and hopefully your attacker (it really just picks up to four random unoccupied tiles next to you). If you're EMPed then the changes it make to the environment will often be as unpleasant for you as they are for a pursuer, and significantly more likely to harm both of you rather than just provide obstacles.
Other changes:
I split anomalies out into their own dmi file, seems to be all the rage lately.
I moved the anomaly placing code into a datum instead of the event because I wanted to reuse it but if you have a better idea about where I could have put it let me know.
This also fixes a bug where the material spreader component wasn't working when I applied plasma materials to something, the extra whitespace was parsing as another argument for some reason and meant it would runtime.
Supermatter delamination was still pointing to Delimber anomalies instead of Bioscrambler.
* Dimensional Anomaly
* Fixes the upstream merge skew
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Faxing of unusual objects (#69651)
* Fax machines have a wire panel.
Fax machines can be hacked to allow unusual input, throw their contents on receipt, and be invisible to the network.
Fax machines will accept some additional paper-like items by default.
Fax icons moved to their own file.
* Unpunctuates screentips.
You can send cash now also.
* Removes unnecessary "var".
Adds salami to food list.
* Faxing of unusual objects
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Stray Meteor event, five new special meteors, and another reason to build meteor shields (#69550)
Adds the Stray Meteor random event, as well as a few new special meteors to be featured in it (as well as to meteor waves, but to a lesser degree). Other than these special meteors being a part of meteor waves, the meteor wave event itself is unchanged by this new event.
A single meteor is thrown somewhere in the vicinity of the station, accompanied by a brief warning announcement. To make things more interesting, five new special meteor types have been created to accompany the original three (flaming/irradiated/tunguska). The special meteors have been added to the meteor wave pools, but have lesser weight than the standard meteors. Enough about that though...
* Stray Meteor event, five new special meteors, and another reason to build meteor shields
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Shadowpeople's healing is from their brain, splits up surgery.dmi (#69543)
About The Pull Request
Shadowpeople
brain now holds their healing properties.
while possible to extract the brain and put them in another species, the burn-in-light downside really makes it a lot more worth it to just stay a shadowperson and enjoy their other benefits than to swap.
Now use burning eyes from nightmares instead of an unsprited nightvision granting eyeball.
surgery.dmi split up
surgery_ui.dmi holds zone selection ui things for research
surgery_tools.dmi holds surgical tools
/organs folder holds organs.dmi, and species specific organ files for flies and shadowpeople
flies don't put in their random organs because of dmi memes, all their UNIQUE organs will be in the .dmi
Why It's Good For The Game
moving behavior onto the organ moves us closer to species as a blueprint, not species as something that magically grants immutable bonuses.
surgery.dmi is poorly described, holds many different things, and conflicts often because of it.
Changelog
cl
add: Shadowpeople now heal from their brains! Their brain-tumor-thingy!
code: split up surgery.dmi
/cl
* Shadowpeople's healing is from their brain, splits up surgery.dmi
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* 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>
* Reworks and resprites the metal hydrogen fireaxe (#69467)
* Reworks and resprites the metal hydrogen fireaxe
* Move the fireaxe icons around to fix the conflict.
Also kills the folder I made for items, as a previous PR splitting DMIs did that already.
* Deletes a DMI that I forgot to remove
* Reworks and resprites the metal hydrogen fireaxe
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Resprites Trekkie Uniforms, adds Voyager Uniforms, adds Trekkie Costume Crate (#68871)
Added a Star Trek Costume Crate and updated the Star Trek uniforms to modern sprite standards, as well as adding Voyager uniforms!
* Resprites Trekkie Uniforms, adds Voyager Uniforms, adds Trekkie Costume Crate
* goodbye
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Food Expansion 4! The great salad update and more (#69355)
About The Pull Request
This is my fourth food expansion PR, adding and changing quite a few things.
This PR will:
Add 7 different types of salads
Add a new ingredient supply beacon box called 'Salads', which includes ingredients used for the salad recipes
Give cherry jelly its own container, and allow jelly to be ordered from the produce console
Make cherry jelly actually nourish you when consumed
Add paçoca, a Brazilian peanut candy requested by @ GuillaumePrata
Add mashed potatoes
Add shepherds pie
Add Cullen skink
* Food Expansion 4! The great salad update and more
Co-authored-by: MidoriWroth <kodyman@att.net>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Ports rideable pigs from Aether (With changes to make them basic mobs) (#69248)
Adds rideable pigs from aether(With changes to make them basic mobs)
Pigs now drop pork, and you can cook it into pork chops.
* Ports rideable pigs from Aether (With changes to make them basic mobs)
Co-authored-by: LukasBeedellCodestuff <92578337+LukasBeedellCodestuff@users.noreply.github.com>
* Adds fire ants (#69365)
cl ShizCalev
add: Space ants will now turn into space fire ants when burned with fire.
/cl
* Adds fire ants
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Explosives Resprites: Grenades (#69241)
Resprites many of the grenades used and made in-game.
* Explosives Resprites: Grenades
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* fixes riot darts turning invisible when their cap was removed (#69284)
fix: riot darts no longer become invisible when you take the cap off with a screwdriver.
* fixes riot darts turning invisible when their cap was removed
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
* Ports Azlan's portable atmos machines from Baystation (#69255)
Ports over Azlan's portable atmos machines from Baystation.
The scrubbers have been slightly edited to make them lighter to be in line with our whiter scrubbers.
* Ports Azlan's portable atmos machines from Baystation
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Nukies Update 5: Bulldog Unchained (Wardens hate this) (I gave it a second magazine) (#69119)
Gives the Bulldog Shotgun a secondary magazine. You can press rightclick to fire and swap to the secondary magazine. You can also swap the magazine manually by pressing Alt-Rightclick on the gun, and load in a new magazine by rightclicking the gun with the magazine.
* Nukies Update 5: Bulldog Unchained (Wardens hate this) (I gave it a second magazine)
* Nukies Update 5: Bulldog Unchained (Wardens hate this) (I gave it a second magazine)
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>