* [MDB Ignore] Makes mining and labor shuttle home docks their own type, rather than varedits (#68006)
I'll have to do the others at some point
I don't want to, but it'll happen
* [MDB Ignore] Makes mining and labor shuttle home docks their own type, rather than varedits
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
* Fixes items disappearing in the suit storage slot (#68008)
Original fix by SabreML
Ported from github.com/pariahstation/Pariah-Station/pull/768
* Fixes items disappearing in the suit storage slot
Co-authored-by: ittaG ordnasselA <974661+Hamcha@users.noreply.github.com>
* Fix freon reacting instantly (#67954)
So why this was happening was because in DM, - has a higher precedence than **, so instead of a nice Gaussian function, this was made, where the y-coordinate represents the amount of freon that's made as a percentage of the total possible amount, which meant that unless your temperature was basically right at 800K, the freon, even thousands of moles of it, would be made instantly (or nearly instantly).
* Fix freon reacting instantly
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Removes the Exclamation Point from the Server Hop Verb (#67970)
Removes the Exclamation Point from Server Hop
Hey there,
Recently, I haven't been able to directly connect to Sybil. However, I am able to easily get onto Campbell, and use the Server Hop command to readily get over there. However, one small snag I've ran into is that the `Server Hop!` verb means that you have to type it in as `server-hop!` in the chat bar. This was really confusing to me the first few times because no other verb requires you input in the correct punctuation. So, I decided to prune out the exclamation point to get weird of this oddity.
* Removes the Exclamation Point from the Server Hop Verb
Co-authored-by: san7890 <the@san7890.com>
* Adds the Active Sonar mod to the game. (#67828)
Adds the Active Sonar Module to the game, a module which lets you see the locations of living creatures within a 9 tile radius.
It can be attained by researching Security Modules, and then printed like any other module.
It takes 3 complexity to house, has a 25 second cooldown, and takes a good amount of energy to use.
* Adds the Active Sonar mod to the game.
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Fixes several spelling mistakes in ash lore (#67952)
In several cases, the Nightwatcher has been called Nightwater. This PR fixes that.
* Fixes several spelling mistakes in ash lore
Co-authored-by: Profakos <profakos@gmail.com>
* Adjusts Layering of Broken/Burnt Floor Helpers (#67958)
Small QoL thing for mappers. Mapping Helpers automatically go on the highest plane possible, POINT_LAYER. This would result in broken/burnt flooring having the following appearance in map editors:
This is just weird clutter that doesn't particularly look good. So, I just switched both of those subtypes to the same layer that we use for cleanable decal effects, just for nice visual clarify. Here's what that looks like:
* Adjusts Layering of Broken/Burnt Floor Helpers
Co-authored-by: san7890 <the@san7890.com>
* Removes a misleading tip + unused defines related to the Ballmer peak (#67906)
* Removes a misleading ballmer define, as drunken science points were removed in experisci.
* Removes a misleading tip + unused defines related to the Ballmer peak
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Silver golems text no longer tells them they are antimagic (#67775)
* remove trait_holy, add antimagic
* readds trait_holy and changes desc
* Silver golems text no longer tells them they are antimagic
Co-authored-by: private-tristan <54422837+private-tristan@users.noreply.github.com>
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes coffin's export values to what they actually should be (#67931)
* Adds coffins to crates' exclude_types.
Adds coffins to crates' exclude_types.
* Updates comment
Updates a years old comment with the current economy prices.
* Fixes coffin's export values to what they actually should be
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
* Rename "Delimber" anomaly to "Bioscrambler" anomaly. (#67886)
Renames all occurrences of "delimber", "delimber_anomaly", "delimbering", etc. to "bioscrambler", "bioscrambler_anomaly", and "bioscrambling", etc.
* Rename "Delimber" anomaly to "Bioscrambler" anomaly.
Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com>
* Soap and biopsy tool suit storage sprites (#67604)
Noticed some error sprites so went on with this PR. For all the soap sprites I just moved the inhand soap sprites to the suit storage position, the soap sprites were made by: epochayur and SweptWasTaken.
* Soap and biopsy tool suit storage sprites
Co-authored-by: Ebb-Real <95765134+Ebb-Real@users.noreply.github.com>
* Fixes supermatter cascade final objective rolling when the engine has already exploded (#67665)
Adds a check so that if there are no var/obj/machinery/power/supermatter_crystal/engine on the station. Testing was a bit hard because I didn't know how to test any of it with admin tools, so it involved a lot of running around doing objectives on local until I got a final objective. I'm pretty sure this PR works correctly.
* Fixes supermatter cascade final objective rolling when the engine has already exploded
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Reduces starting progtot TC to /tg/ baseline 20 and tweaks final objective costs down again.
* Makes default TC define consistent with uplink initialize changes.
* Fix for randomized recipes not working (metalgen and secret sauce) (#67904)
* Fix for randomized recipes not working (metalgen and secret sauce)
Co-authored-by: antropod <antropod@gmail.com>
* Fixes laser pointer crashing (#67907)
Fixes#67885.
I don't know if this works because I can't reproduce locally, but I can reproduce on servers so I'll let you know next Sybil round It works
* Fixes laser pointer crashing
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Olives! + Custom sushi/Pierogi changes (#67239)
About The Pull Request
This is a continuation of #66946 since I have enough points to finally do so.
This PR will:
Expand upon my previous sushi PR, allowing people to use an ingredient on a sushi sheet to start creating custom sushi.
Add olives! A new type of fruit that can be grown in hydroponics. When ground, it becomes olive paste which when mixed with water in a 4-1 reaction turns into 2 units of quality oil.
Make pierogis require a dough slice to craft instead of a bun.
Make quality oil cost 50 credits to order instead of 120
Why It's Good For The Game
Since my sushi PR merged, many people have asked me to add custom sushi, so here it is. This will allow chefs to make more interesting menus with added customization.
Quality oil is an extremely expensive commodity (120 credits for one 50 unit bottle, 240 if you expedite it!!!) and can only be acquired from cargo. I feel because of this, many chefs do not make lizard or mothic foods because simply acquiring the ingredients to do so is either very time consuming, expensive, or both. This will encourage people to make those foods more often since one of the key ingredients in many lizard or mothic dishes can be made by them, too. Olives themselves can be eaten as a snack and open up opportunities for new foods in the future, and it makes sense for you to make your own oil since the process is simple yet highly inefficient in real life.
This PR originally had a way to craft cornmeal as well, but that idea was adopted yesterday in #67227 which they can keep.
Lastly, it seems more reasonable for pierogis to require a dough slice instead of a burger bun. Don't think that requires more explanation.
I believe my gbp score is at -3, but I have three PRs waiting to merge currently which will boost me way above that.
Changelog
cl
add: Botany can now grow olives, which can be ground into a paste and mixed with water to make quality oil.
add: You can now make custom sushi by using an ingredient on a seaweed sheet. The sushi will be named after the first ingredient you use.
balance: Pierogis now need a dough slice instead of a bun
balance: Quality oil costs 50 credits to order instead of 120
/cl
* Olives! + Custom sushi/Pierogi changes
Co-authored-by: MidoriWroth <kodyman@att.net>
* Fixes wizard's spellbook becoming inaccessible (#67844)
Wizard spellbooks have a mechanic that binds the book to their first user, so other people can't use it. However, it binds the spellbook to the wizard's body, not their mind. This makes it so the spellbook is inaccessible to the wizard after becoming a lich or mindswapping, which doesn't seem to be intended. The PR just makes the spellbook check for the mind, not the body, to fix this. Fixes#64927 and #56216
* Fixes wizard's spellbook becoming inaccessible
Co-authored-by: Coffee <CoffeeDragon16@gmail.com>
* Fixes TGUI light mode preference-related runtime (#67880)
It runtimed every time a client would connect, because they had no mob. Whoops!
Why It's Good For The Game
Runtime man bad.
Changelog
cl GoldenAlpharex
fix: Fixed a runtime related to the TGUI white mode preference that would happen every time someone would connect to the server.
/cl
* Fixes TGUI light mode preference-related runtime
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Cargorilla Drip (#67849)
Some FUNNY MAN decided to put this poor, innocent gorilla into an ill-fitting costume.
Branding them for his amusement.
As if to JEST them, they even gave him a little hat.
Why It's Good For The Game
It's funny, a good sprite and the Cargorilla is now uniform with the Department.
* Cargorilla Drip
Co-authored-by: Cursor. Maybe? Who knows? <102828457+theselfish@users.noreply.github.com>
* Fixed mech CI not working (thanks safeties)
* Fixes consistent jumpsuits not working for the prefs menu
* Oops forgot to commit this
* We lost this from #10050, now they're grey again
* Fixes point-blank ballistic shots, fixing mech CI that way
* Adds the screenshot icons for our antags
* Adds a bunch of screenshots for all of our species (yes they're ugly but we'll fix them later)
* I Love Merge Conflict Markers
* Food types visible on food examine (#67635)
Now you can tell whether the thing you're about to eat is a breakfast, whether the fried egg has meat in it, and which soda is NOT a junk food.
* Food types visible on food examine
Co-authored-by: Andrew <mt.forspam@gmail.com>
* Energy gunfire sound pitch now varies based on how much ammo is left. Ballistic guns now have bolt sounds for low ammo. (#67549)
About The Pull Request
u0aw4DulWt.mp4
Why It's Good For The Game
Breaks up the monotony of firearm sounds, makes them actually useful in a gameplay context. Energy gun effects inspired by Cruelty Squad.
Changelog
cl
soundadd: Energy and Magic gunfire sound pitch now varies based on how much ammo is left.
soundadd: Ballistic gunfire now has a low-ammo click sound.
/cl
* Energy gunfire sound pitch now varies based on how much ammo is left. Ballistic guns now have bolt sounds for low ammo.
* mirror
* Update gun.dm
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Added further limitations on the sound emitter circuit component (#67540)
Added limitations on the sound emitter component
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Added further limitations on the sound emitter circuit component
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Projectile Dampener Module is now printable (#67390)
* The projectile dampenaer MODsuit module can now be researched through security modsuit node, and can be printed.
* Projectile Dampener Module is now printable
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* Prevents snake in the boot causing a dangling reference (#67593)
* Prevents snake in the boot causing a dangling reference
Co-authored-by: oranges <email@oranges.net.nz>