* visual fix for bridge pipe and color adapter (#58204)
fixes bridge pipe and color adapter connector pipes being messed up due to a double shift
* visual fix for bridge pipe and color adapter
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Deletes recipient_reagents_holder on del (#57767)
* Deletes recipient_reagents_holder on del
* Cleans up recipient refs when recipient dels
* no one saw that
* Makes plumbing listen to component signal for finishing
* Unregisters enable call
* Deletes recipient_reagents_holder on del
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* Empty graves can now be spawned (#58200)
* i walked along the no mans road
POV: you got fucked on a previous branch from something stupid
* Update code/modules/ruins/lavalandruin_code/elephantgraveyard.dm
Co-authored-by: Fikou <piotrbryla@ onet.pl>
* Update code/modules/ruins/lavalandruin_code/elephantgraveyard.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Empty graves can now be spawned
Co-authored-by: ishitbyabullet <deathzombine@outlook.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Thermomachine can be dragged around now (#58068)
being able to move the thermomachine around without having to deconstruct/rebuild it each time, helps player and will haste the construction of the various pipenets required to produce different gases, it is also much more needed since the rework due to the slightly increase in piping required
* Thermomachine can be dragged around now
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Adds two new cargo uniforms
Honestly should have had this in the original Utility port but they weren't in the right files h
* gorkajacket
gorkagorkagorka
* fuckin conflicts
AAAAAAAAAAA
* CONFLICT AA
aaaaaaaaaaaaaaaaaaaaa
* aaaaaaaaaaaa
fucking CONFLICTS
* After revolutionaries win, one living headrev (if any are able to) will be allowed to rename the station with a revolutionary banner (#58165)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* After revolutionaries win, one living headrev (if any are able to) will be allowed to rename the station with a revolutionary banner
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Stethoscopes now require hearing instead of vision to use (#58169)
* Stethoscopes now require hearing instead of vision to use
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Smart Pipes(reborn) (#58038)
How these new pipes work.
-Smart pipes autoconnect to nearby smart pipes
-They are now color coded, so they only connect to the same colored pipe, the GREY pipe is the wildcard and can connect to every other color, so be aware of this
-ALL components spawned by the RPD can be colored (from pumps to connectors, from pipes to manifolds), if you leave them GREY they can connect to every other color. Color adapters can be colored, but they'll still connect two pipes with different colors. BUILDABLE machines are GREY (thermomachines, cryo, HFR) so be aware of this
-Trying to go across another smart pipe will now build a bridge pipe automatically already colored of the color you choose, so you don't have to place it yourself anymore (is still available in the RPD tho)
-ALL binary components, layer manifolds, color adapters and bridge pipe can be put ONTOP of a smart pipe, but not on another of these. Smart pipes can't be placed on top of these pipes, so you have to build them first.
-Lcrossings can't be made anymore (sorry y'all i tryed, if someone have a way of doing them ping me on discord)
-REMEMBER you still have 5 layers to go, these rules apply to the same layer pipes, so if you do a crossing on different layers you won't see a bridge pipe appear.
* Smart Pipes(reborn)
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Adds proper logging to Holodeck safeties and programs (#58149)
* Adds proper logging to Holodeck safeties and programs
* a more elegant solution
* Adds proper logging to Holodeck safeties and programs
Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
* Refactors shielded hardsuits into a component, fixes kisses consuming shield charges (#57797)
Shielded hardsuits (like the syndie ones) and shielded cult robes, despite functioning very similarly, were actually implemented twice in their own pockets of clothing code. This merges them into one component that lets you block a certain number of attacks while your suit has charges, and have the suit recharge itself after going so long without being hit (optional, cult robes still don't regain lost charges).
This PR also fixes harmless kiss projectiles consuming charges on shielded suits, I'm sure to much disappointment. They'll now pass directly through though, so you can still try your luck to see if love truly conquers all (it probably won't).
One casualty of this is that you can no longer toggle the shield color of syndie hardsuits with a multitool since that it was annoying to componentize, not something that affected gameplay, and probably something noone knew you could do anyway.
Fixes: #57723
* Refactors shielded hardsuits into a component, fixes kisses consuming shield charges
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Stripping a disconnected player will tell them when they come back (#58129)
* Stripping a disconnected player will tell them when they come back
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Injectors, vents and scrubbers no longer work when placed on walls (#57971)
fixes gas deletion exploit by stopping injectors, vents and scrubbers from being placed on walls
* Injectors, vents and scrubbers no longer work when placed on walls
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Makes canister pressure capabilities a bit random and more unstable (#57818)
This is mainly to make bomb making just a little bit less of a formulaic activity. Canister base capacity is 8% lower but is increased by up to 20% from that amount, roughly resulting in the same average capacity. You can experiment to figure out each one's individual limit or just stick to safe minimum pressures.
To counter balance this somewhat, canister failure is a bit more violent. Damaged canisters will slowly leak gas, and a canister that breaks with internal pressure greater than it's capability will explode.
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Makes canister pressure capabilities a bit random and more unstable
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Jordan Brown <Cyberboss@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Some quick fixes for the dark gygax icon and its uplink description (#58121)
* Some quick fixes for the dark gygax icon and its uplink description
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Processable and grillables and microwavables now give helpful examines, some condiment containers also do (#57694)
* IM DONE LOOKING AT THE WIKI FOR BASIC SNIZZLE
* microwaved, too
* HOOH
* LINT, review
* review but this time im not lying :trollface:
* maybe i should just like test or something
* reviews i missed
* 🐑
* Processable and grillables and microwavables now give helpful examines, some condiment containers also do
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Thermomachine have full temperature range on both modes (#57990)
* qol
* better changes
* Update code/modules/atmospherics/machinery/components/binary_devices/thermomachine.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Thermomachine have full temperature range on both modes
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes oversight with eigenstasium which teleports you before saving your location (when purity is greater than 90% and ingested) (#57986)
* Fixes oversight
* Why is this so convoluted
* Final fix and test
* Expose is strange
* exposure to reagents may result in confusion, bafflement and hunger. If you feel any of these effects, consult with your doctor.
* lil cleanup
* Fixes oversight with eigenstasium which teleports you before saving your location (when purity is greater than 90% and ingested)
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
* TGUI Limbgrower + Limbgrower refactoring and design expansion (#57955)
Refactors the limbgrower to modernize the code. Now, the limbgrower can accept any type of reagent in limbgrower designs.
Adds simple plumbing demand to the limbgrower, so you can pipe synthflesh into it.
Adds monkey tails, felinid ears and tails, lizard digitigrade legs, lizard tongues, fake lizard tails (unusable in lizard-wine and similar recipes), plasmaman organs, and ethereal organs (minus the heart) to the limbgrower via limbgrower design disks. These disks can be printed from the medical lathe once the required technology has been researched.
Adds a technology node to unlock the limbgrower design disks after advanced biotech, xenoorgan biology. In the future, this could have an experiment requirement - maybe to scan multiple types of species.
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* TGUI Limbgrower + Limbgrower refactoring and design expansion
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>