* [No GBP] Fixes coin values but for real this time (#76137)
## About The Pull Request
Forgot to update the value of the iron coin in #76066, this fixes that
## Why It's Good For The Game
See #76066
## Changelog
🆑
fix: Had to destroy a lot more of em, but the value of iron coins are
now back to normal
/🆑
* [No GBP] Fixes coin values but for real this time
---------
Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Petrify Smite (#75538)
## About The Pull Request
adds a smite to petrify someone forever, works like the wizard spell.
Adds support to make petrification brainless.
Creates a var to remove those annoying "you can not move while buckled
to X" messages for abstract items like statues.
## Why It's Good For The Game
Smite good. Message spam bad.
## Changelog
🆑 itseasytosee
spellcheck: You should see a lot less "you can not move while bucked too
X" messages where they don't make sense.
admin: Added a petrify smite. Try it out on your least favorite player!
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Petrify Smite
---------
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* Improves jousting and gives it to more weapons (#76321)
## About The Pull Request
I was reading over components and saw one called jousting, I vividly
remember it being mentioned every so often but I've never seen it
in-game. Turns out the SINGLE case for it is when you are using a spear
on a borg. The code itself was also very over the place, making it a
little confusing to figure out what it did.
I tried cleaning the file up as much as I could, and since I wanted to
see this in-game more often, I made some player-facing changes too:
- You can now joust from any vehicle, not just borgs (Secway, ATV,
scooter, Charger holoparasite)
- Added jousting to the broom, pitchfork, captain's sabre, and energy
sword while active (ONLY esword, NOT desword).
- Added examine text to indicate this feature exists.
Extra notes:
Esword gains half the damage increase and half the knockdown chance than
other ways of jousting
Broom only gets 25% damage increase from jousting, since the broom is
already pretty strong I thought it would be better off as something used
mostly to knockdown.
Spears have to travel a longer distance than other weapons to get their
jousting benefits (since it's supposed to be a ghetto weapon)
Jousting now takes the minimum distance needed into account when
handling knockdown chance & damage dealt, so travelling 5 tiles will no
longer be 100% chance of knockdown if you need a minimum distance of 3
tiles to joust (it will instead be 40%, since you've only traveled 2
tiles in 'jousting' mode).
## Why It's Good For The Game
This is an underused component and I thought it would bring some pretty
cool interactions, especially for Holoparasite & Janitors, as a new way
to use vehicles to your advantage when it's otherwise seen as just a
slowdown.
## Changelog
🆑
balance: Jousting now works on anything you're buckled to, not just
Cyborgs.
balance: Brooms, Pitchforks, the Captain's Sabre, and Energy swords can
now be used for jousting.
balance: Spears need to travel a longer distance to joust now.
balance: Jousting's knockdown and damage now only gets stronger after
you've traveled the minimum tiles needed to joust.
/🆑
* Improves jousting and gives it to more weapons
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes nebula vomiting being in the normal symptom pool (#76489)
## About The Pull Request
Fixes#76488.
To my knowledge, these are supposed to be bespoke to the floor
contamination PR, not actual symptoms you can roll in a normal virus. If
@ MTandi corrects me then I'll close this.
## Why It's Good For The Game
Thing not meant to happen happened, this make not happen.
## Changelog
🆑 Vekter
fix: Removed nebula vomiting from the normal symptom pool. It should no
longer appear on regular viruses.
/🆑
* Fixes nebula vomiting being in the normal symptom pool
---------
Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
* Plasma objects no longer violently explode when ignited (#76492)
## About The Pull Request
This is one of those "can I get away with making a change I want" PRs.
I actually didn't know this had been changed before as it's not exactly
something I mess with often, but I really think it sucks. Plasma stuff
is supposed to ignite and cause fires, not explode (unless in a TTV). I
noticed this when I was poking around and found out that apparently
Disco Inferno just explodes now instead of setting on fire which also
sucks.
I figure there's a few fixes for this problem:
1) Nerf how hard plasma stuff explodes. This is an option, but I kind of
dislike that it does it at all more than anything. The biggest issue is
that just the regular statues explode with 20 LIGHT, which is pretty
fucking massive and basically just delimbs everyone around. I'd have to
nerf it HARD for it to get anywhere near what I think is acceptable.
2) Make a snowflake version of the statue that just ignites on hit with
a torch. I also don't like this because it'll make people think the
regular statues don't explode.
3) This option, which I think is cleaner and just makes sense compared
to the others.
I don't know if @ vincentiusvin still codes, but as far as I can tell
this was their doing, so it's only fair they get to speak up.
Fixes#71894
## Why It's Good For The Game
I don't like it, I think it goes against what we're used to for plasma
stuff (that it starts fires, not makes explosions) and it makes one of
my favorite shuttles boring and stupid. That being said, I'm honestly
not going to fight for this too hard if a lot of people like it, but I
am - as always - open to alternatives.
## Changelog
🆑 Vekter
del: Plasma objects (statues, toilets, etc.) no longer explode when
ignited. They just release plasma like everything else plasma. (This
doesn't impact injecting plasma into cells or dipping cigars in plasma,
those still explode.)
/🆑
* Plasma objects no longer violently explode when ignited
---------
Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
* Clarifies treatment for severe burn wounds when scanned with a health analyzer (#76415)
Severe burn wounds can become infected, and if the infection is left
untreated for too long, the limb will 'lock up completely.' When this
happens, then wound can no longer be disinfected. Instead, it must be
amputated, augmented, or treated with cryogenics. Previously, the health
analyzer would only mention augmentation and amputation as ways to treat
this, and only if it was set to the 'detailed information on wounds'
mode. On the normal mode, it would still say the same thing about
disinfecting, even after the limb locked up. Neither mode said anything
at all about cryogenics. Now, both modes will mention all three methods
of treatment.
* Clarifies treatment for severe burn wounds when scanned with a health analyzer
* Updates our modular descriptions too
---------
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Rat RP expansion (#76455)
## About The Pull Request
This fixes a vile and long-standing bug where putting a mouse inside
your hat would not allow the mouse to control your movements, as it
would pop out of the hat whenever it tried to move.
Additionally as a feature this allows a mouse sitting on your head to
convey complicated instructions such as "scream" or "do a flip", via
emoting. Through drift compatibility, the rat's living mech will also
perform this action.
I could have made this into a component but there's no fucking way any
other item is going to have this behaviour, so I didn't.
## Why It's Good For The Game
This feature was already in the game but broken and I want it not to be
broken.
The mouse should be able to control your entire life.
## Changelog
🆑
fix: Placing a mouse inside your chef hat will once more allow it to
pilot you around.
add: A player-controlled mouse inside your chef hat can compel you to
perform complex actions, such as flipping and spinning. You will obey
because the mouse knows better than you do.
/🆑
* Rat RP expansion
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Storm weather related fixes (#76367)
## About The Pull Request
A bundle of stormy weather-related fixes:
- ash storm visually replenishes dug basalt again; also updates refilled
basalt's light, if it rolled an eligible icon variant
- new proc refill_dug() for asteroid turfs, currently made use of in
weather but be my guest
- I THINK the lowest-light variants are so low they don't show up at all
but I didn't look into the lighting subsystem so /shrug
- `set_basalt_light()` is a global proc. the reason is because we have,
like, an unnecessary amount of basalt turfs that don't call back to each
other. `misc/basalt`, `floor/fakebasalt`, `holofloor/basalt`. bro come
on. should merge them where possible but that's for a separate PR; ALSO
MAKE IT USE THE `diggable` ELEMENT BRO COME ON!!!
- ash storm no longer loops `end()` sounds
- it was calling parent THEN removing the playlist's sounds, which
caused the playlist's ash storm weak sound to be picked again and play
with a hugelarge timer
- snow storm no longer affects mecha pilots
- I find it weird that ash storm immunity is just innate whether the
mech is "sealed" or not (Ripley mk I) but for now, I've made snow storm
immunity behave the same
- _jaunt spells provide weather immunity while the jaunt is active_
- _the caster is supposed to be untouchable by any practical means, it
don't make a lick'a sense to have weather affect them. I gave it a
general weather immunity however, and that also makes jaunts protect
from radiation. methinks it's fair, lmk if that's excessive_
## Why It's Good For The Game
- Fixes#76304
- Fixes#76400
- Refilled basalt tiles that should have light are consistent with
mapped in basalt tiles
- Consistency for mechs; the adjustment might be a balance thing, lmk
## Changelog
🆑
fix: fixed basalt turfs remaining visually dug up when refilled by an
ash storm
fix: fixed ash storm ending sounds looping after the storm is over
fix: mechs are now snow storm immune
fix: jaunt spells protect from weather when jaunting
/🆑
* Storm weather related fixes
---------
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
* Fixes some stupid airlock sleeps
* Fixes the conflicts before checking the merge conflicts
* Converts another wires = to set_wires() and removes another issue
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fix runtime from bilingual curators (#76199)
## About The Pull Request
`pick` from an empty list, because curators already know all the
languages the quirk can give you
## Why It's Good For The Game
Runtime fix
## Changelog
🆑 Melbert
fix: Fix a runtime involving Bilingual Curators
qol: Bilinguals get a message on spawn reporting which language they've
learned, or a message reporting they have learned no language if they're
already fluent in all possible ones.
/🆑
* Fix runtime from bilingual curators
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Moves species brutemod and burnmod to be handled by bodyparts
* Fixes compilation issues and updates the brute and burn mods on our own species
* Re-ticks the ashwalker bodyparts
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)
## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.
This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.
To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.
## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.
Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.
## Changelog
🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑
* Expanding the Experimental MODsuit Bepis Node with three new modules.
* update modular, I hate this file btw
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Plasmamen can now get HMS (#76352)
As plasmaman it is not currently possible to get HMS, despite being able
to pick it as a trait roundstart and being able to get infected by
traitors with the objective, this will fix two issues in one, removing
yet another free points, this time 12, AND making them suffer the
consequences of the syndicate.
* Plasmamen can now get HMS
---------
Co-authored-by: FunnyToilet <117867244+Funnytoilet@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Adds an element for noisy movement (wheelchairs, office chairs, trashcarts etc. etc.) (#76378)
## About The Pull Request
Converts generic, copypasted behavior into an element.
## Why It's Good For The Game
I'd rather not have someone just copypaste the old thing, since there're
a few more things to take into account now than just whether the item
has gravity, and if that ever has to change, we will only have to modify
one line than several.
## Changelog
🆑
fix: Fixed the office chair being silent. My bad.
/🆑
* Adds an element for noisy movement (wheelchairs, office chairs, trashcarts etc. etc.)
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* HMS, once again. (#75654)
## About The Pull Request
Bug reports seem to come in after the last fix gets merged. It makes me
sad.
## Why It's Good For The Game
The EHMS injector no longer continues to inject no matter what.
Fixes#75776
## Changelog
🆑 Chadley
fix: fixes the EHMS injector's do_after()
code: Improves the code for the disease scan proc (thank you fikou)
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* HMS, once again.
---------
Co-authored-by: Charlotte <98856144+orthography@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Moves ui references from the tgui subsystem to datums themselves (#76215)
## About The Pull Request
Unused vars have 0 memory cost, and the ref and list lookup here is
REALLY expensive, for both init and foam spreading.
## Why It's Good For The Game
Saves 0.2s off a station flood on meta, and 0.17s off init. More time in
other qdel heavy areas
Pulled off #76104 for the sake of cleanliness
* Moves ui references from the tgui subsystem to datums themselves
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Maptext 2023 tweaks [NO GBP] (#76397)
## About The Pull Request
- In PR https://github.com/tgstation/tgstation/pull/76356 missed a few
bits of maptext around, such as shuttle signs and the supermatter. Small
text adjustments/fixes here.
- Large amount of feedback about the context tooltips. Increases size,
lightens default color as to not be too imposing.
🆑 LT3
qol: Context tooltip size increased
fix: Fixed remnants of old maptext code on various things
/🆑
* Maptext 2023 tweaks [NO GBP]
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Mind link speech displays symbols correctly (#76290)
Closes#71991
Removes a call to sanitize() in mind linker code because tgui_input_text() already sanitizes input by default, symbols now display correctly
* Mind link speech displays symbols correctly
---------
Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com>
* Glass bottles with reagents can be used for crafting, empty ones will be used as tools if possible (#76259)
## About The Pull Request
Fixes#76250
The problem was a glass bottle has `tool_behaviour = rollingpin` and so
it took priority in this if condition
93d4b6d6cd/code/datums/components/crafting/crafting.dm (L125-L134)
before it could check if its a reagent container
Now the priority is inverted, if the glass bottle has reagents inside it
then it is used as a reagent container else if it is empty then it used
as a rolling pin(i.e. checks for its tool behaviours)
## Changelog
🆑
fix: glass bottles with reagents can be used for crafting, empty glass
bottles will be used as tools(e.g. empty glass bottle as rolling pin)
fix: glass bottle with welding fuel can be used for crafting improvised
shotgun shells
/🆑
* Glass bottles with reagents can be used for crafting, empty ones will be used as tools if possible
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Buffs Wizarditis (#76156)
## About The Pull Request
Basically, reworks Wizarditis so you randomly cast real (weakened)
spells instead of just saying random invocations + doing a hardcoded
version of teleport.
Spells include Teleport, Disable Tech (small radius), Mutate, Knock,
Forcewall, Blink, Smoke, Spacetime Distortion (much smaller radius),
Timestop (radius of 1 (haha)), Repulse (small radius), Blind, Lightning
Bolt (weaker bolt), and Swap
Makes anti-magic counter wizarditis, but not cure it.
Adds some more minor tells that one may be infected. Removes some old
messages in favor of newer ones.
## Why It's Good For The Game
Wizarditis is very lackluster for how difficult it is to obtain.
Initially this started as de-hardcoding / optimizing the in built
teleport function to use the actual scyar nila, but I realized how easy
it would be to expand this, so I did it.
Because it's funny.
## Changelog
🆑 Melbert
add: Wizarditis Improved. Those infected will now randomly cast one of
the following (weakened) spells at max stage: Teleport, Disable Tech,
Mutate, Knock, Forcewall, Blink, Smoke, Spacetime Distortion, Timestop,
Repulse, Blind, Lightning Bolt, or Swap
add: A source of antimagic will prevent Wizarditis's ill effects, but
won't cure you.
/🆑
* Buffs Wizarditis
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* initial i think
* stuff
* test
* fix
* close to publishing
* k
* raise akula tail 1 px
* beginning of clothing
* akula species trait initial
* reviews and CI
* head.dm runtime
* some reviews
* oops
* oops 2x
* review
* job equipping
* clothing flavor
* forgot the .dme
* runtime test
* foundation to more clothing
* errors
* almost ready now
* forgot
* new loadout species restriction
* null runtime
* runtime test
* sprite error
* atleast fill this in
* screenshot test
* lots of descriptions
* i forgot to add job clothing values
* get_species_lore
* prepare_human_for_preview fix
will need new screenshot test probably
* screenshot test fix
https://github.com/Skyrat-SS13/Skyrat-tg/issues/20284
* loreupdate
* write it better
* forgor 💀
* dixel fix
* sprite fix
* job outfit armor changes
* reviews
* extra
* desc formatting
* linter
* reviews part 1
* forgot
* reviews part 2
* reviews part 3
* reviews part 4
* forgot
* fixes
* fix for aquatic digilegs
* small
* fire/water balancing like yin and yang
* modularity thing
* aquatic rename
* A fix and change
* moves sphere 1px and loadout thing
* hair bugfiex
* Te Velu Akko
* head internals
* more patches
* akula eyenudge
* Changes food storage to use a right-click instead of a left-click, adds context hints (#76110)
What it says on the tin. Currently, if you left-click a cake or bread
with anything small enough (including a knife) you store it inside and
have to remove it to actually use it. Now it uses a right-click which
makes significantly more sense because you're almost always going to be
trying to cut the piece of food and not embedding an object into it and
left-click actions should ideally be "what you're most likely to be
doing with the object 99% of the time".
Also adds context tips for slicing, embedding, and removing embedded
items. It'll always give a prompt to remove an item even if there isn't
one, so there's no concern about it giving away that something is
inside.
* Changes food storage to use a right-click instead of a left-click, adds context hints
---------
Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
* [NO GBP] Patches for material container (#75747)
**1. Meat hook**
#75422 gave auto lathe's the ability to consume an item AND it's
content's recursively so the autolathe can display multiple messages if
it founds item's in that object content's which it will also recycle.
This might catch player's off guard as they would not have expected that
item to contain other stuff inside it so now the auto lathe(and any item
implementing material container component) will display that item name &
it's material worth being consumed.
**New Format.**
Here i inserted 3 item's
1. Shotgun
2. Foam Box Riot(full ammo inside)
3. Stack of iron
The red line indicates where one item end's and the other one begin's.
Notice how every part of the shotgun(it's bean slugs and even it's
firing pin) are consumed and the same for the ammo box(the box + 40 of
it's bullets)
**2. Tentacle Gun**
this is an abstract item
So even though the auto lathe understood that & didn't touch it, it
still tried to consume it's contents leaving behind an non functional
tentacle gun.
Now it will early return if the item is an hologram/abstract and won't
touch any of that item's content's
**3. Other Patches**
- Indestructible item's inside an item's content's are not consumed but
forced moved out
- the total material worth of the item & it's contents are calculated
and we check if there is enough space for all of them before we attempt
to insert. This is important so we don't break an object by consuming
only some of it's contents and leaving out the rest
* [NO GBP] Patches for material container
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Fixes a runtime when attacking non-carbon mobs with a cuffsnapper (#76190)
## About The Pull Request
The cuffsnapper component now checks to make sure the target is a carbon
before running the rest of the cuffsnapping process on them.
target.handcuffed is checked (handcuffed is defined on carbon), but
nowhere is it actually asserted that the target is a carbon, so a
runtime would occur when attacking non-carbon mobs.
## Why It's Good For The Game
This runtime fix was brought to you by https://runtimes.moth.fans
## Changelog
🆑
fix: attacking non-carbon mobs with a cuffsnapping object will no longer
runtime.
/🆑
* Fixes a runtime when attacking non-carbon mobs with a cuffsnapper
---------
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
* Air Sensor are Craftable, Removed from RPD UI, Have New Linking System (#75869)
## About The Pull Request
**1. Craftable & Removed from RPD UI**
1. Air sensor's are now craftable
2. You can turn them on/off with hand. Even though turning off the
sensor will change it to a diffrent type[from `obj/machinery/air_sensor`
-> `obj/item/air_sensor`] it's I/O port's are sill preserved when
turning them on although you have to assign it a new name again which is
usefull if you want to change the sensor's purpose in game.
3. They can now only be deconstructed by a welding tool and should be
wrenched in place to turn them on.
4. Turned off air sensor's once unwrenched can be picked up like any
regular item
5. Air sensor's are removed from the RPD UI because they don't go with
pipes so it logically doesn't make sense to group them with pipe related
device's
Removed unused code in the process
https://github.com/tgstation/tgstation/assets/110812394/3439a0f3-9c48-43ac-8f4b-98135435ec13
**2. New ID System**
The problem with air sensor's is that each sensor is assigned a unique
ID which is then stored in `GLOB.objects_by_id_tag` list. Each sensor
name it's assigned based on the gas it's trying to sense(for naming only
even though it can detect other gases) So if 2 sensor's having the same
ID are made they will overwrite each other in this list leaving one
sensor orphaned in the world which cannot be referenced because it's
value was overwritten by a new sensor having the same ID in this list.
The Solution? Rather than having all atmos computer's look up sensor's
from this 1 global list make each computer keep track of all sensor's
it's responsible for in it's own local list[which i called
`connected_sensor's`] this way 2 sensor's can have randomly generated
names in the global `GLOB.objects_by_id_tag` list but the computer will
know what sensor to look up in this list based on the stored sensor ID's
in the `connected_sensor's` list
Basically what i am getting at is now you can make as many air sensor's
as you wish but you will know have to connect that sensor to the
computer using a multitool.
Notice in the video how i made 2 sensor's called `Supermatter Chamber
Sensor's`] and every time you try to connect an sensor which has the
same name[`Supermatter Chamber Sensor's` in this case] they will
ovewrite the old sensor in it's list as shown in the video
https://github.com/tgstation/tgstation/assets/110812394/b5283c3b-c8a1-4b94-a6a8-8ba7a0007615
**Why it's good for the game**

I agree. Also air sensor's taking up a full Tab/Section in the RPD UI
wasted a lot of UI space so that's removed now. Also making the air
sensor's wrenchable and pickable item's was also requested in
https://github.com/tgstation/tgstation/pull/72019#issuecomment-1355499873
so you relate them to device's like meter's
Another huge issue was that the number of air sensor's you can make in
the world was limited because each sensor in the world must have a
unique ID but that's finally fixed now so yeah make as many sensor's as
you want.
## Changelog
🆑
add: air sensor's are craftable
refactor: air sensor's can now be turned off by hand and can only be
deconstructed by a welding tool
refactor: removed `Params()` proc
qol: unwrenched air sensors can be picked up & recycled like regular
item's
del: air sensor are removed from the RPD UI
qol: air sensor's are no longer restricted by their unique ID's which
mean you can craft as many air sensors as you want.
/🆑
---------
Co-authored-by: Time-Green <timkoster1@ hotmail.com>
* Air Sensor are Craftable, Removed from RPD UI, Have New Linking System
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@ hotmail.com>
* The honorbound trauma now makes use of the relay_attackers element. (#75908)
## About The Pull Request
Whoever made the relay_attackers element, thank you for streamlining the
bucketload of signals that had to be registered for everything that
counted as an attack. It's very much needed.
Beside, I only had to add a few flags to be sent by the
ATOM_WAS_ATTACKED signal, so that stamina and shoving doesn't
automatically make the attacker guilty.
Oh, one more thing I have forgot to mention. Currently medical staff is
immune to "guilt" altogether, while the comments suggest they should be
affected by declaration but not attacking. This PR also covers that
issue.
## Why It's Good For The Game
This will fix#75904.
## Changelog
🆑
fix: Fixed the honourbound trauma not reacting to attacks from basic
mobs
fix: Fixed the "Declare Evil" spell not working against the medical
department.
/🆑
* The honorbound trauma now makes use of the relay_attackers element.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Makes Godwoken Syndrome VoG commands ignore spam filter (#76146)
## About The Pull Request
they're basically forced speech and should not account for the spam
filter
## Why It's Good For The Game
fixes#55392
## Changelog
🆑
fix: fixed Godwoken Syndrome VoG commands triggering the spam filter
/🆑
* Makes Godwoken Syndrome VoG commands ignore spam filter
---------
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
* Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. (#76020)
Changed hardcoded matter bins values to use defined
`SHEET_MATERIAL_AMOUNT` for following stuff: autolathe, protolathe, mech
fabricator and component printer.
`Material Access Bar` and `MaterialIcon` used for protolathes, circuit
printers and etc. now also use defined `SHEET_MATERIAL_AMOUNT`, via
static ui data, to prevent same issues in future.
Also changed some notes in /// parts just because why not.
* Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Fixes and adds an element for TC reimbursement. (#75816)
## About The Pull Request
Fixed being unable to reimburse syndicate spawners via uplinks. This
includes nukie reinforcements, cyborgs, and holoparasite injectors.
Turned TC reimbursement into a bespoke element.
Tuned demon's blood message when there's no ghosts to pick to be a
little more understandable and sensible.
## Why It's Good For The Game
> Fixed being unable to reimburse syndicate spawners via uplinks. This
includes nukie reinforcements, cyborgs, and holoparasite injectors.
This bug was, to my knowledge, introduced with bubby traitors when
uplinks were turned into components, as the code no longer supported it
due to what I presume to be an oversight, since there's plenty of
references to it ingame still.
> Turned TC reimbursement into a bespoke element.
Seemed like the best way of doing this. Since for some godforsaken
reason attackby() is one-way only (no attackto() ), the uplink component
sends a signal to any item hit with it instead.
## Changelog
🆑
fix: Fixed being unable to reimburse syndicate spawners via uplinks.
This includes nukie reinforcements, cyborgs, and holoparasite injectors.
refactor: Turned TC reimbursement into a bespoke element.
spellcheck: Tuned demon's blood message when there's no ghosts to pick
to be a little more understandable and sensible.
/🆑
* Fixes and adds an element for TC reimbursement.
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Fix cyborg autofire (#76240)
## About The Pull Request
Nothing implies this has to be an `iscarbon` check anywhere
Closes#76211
## Changelog
🆑 Melbert
fix: The Syndicate Assault Cyborg can autofire their LMG
/🆑
* Fix cyborg autofire
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Lighting object oddities (#76009)
## About The Pull Request
Fire stacks status effect no longer uses a weakref for the mob light, I
am pretty sure there was no real reason to use a weakref there.
Deleted weird luminescent glow dummy, now it just uses the standard
moblight obj.
Put all /obj/effect/dummy/lighting_obj together in a single file and
added a comment explaining why they exist.
(I severely dislike the /obj/effect/dummy typepath, but I am very much
unsure if just replacing all of them with /obj/effect/abstract would
break shit)
## Why It's Good For The Game
Code organization good
* Lighting object oddities
* Update kindle.dm
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Standardize Welder Fuel Usage (#76021)
Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel
After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.
resolves#55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑
* Standardize Welder Fuel Usage
---------
Co-authored-by: Couls <coul422@gmail.com>
* Adds the current server name from the config to the world status (#76014)
## About The Pull Request
Adds the server name from the configuration to the world's status topic.
## Why It's Good For The Game
We don't currently expose the server's short name (e.g. `Sybil`,
`Manuel`) anywhere. This fixes that. This is mostly to support external
tools.
* Adds the current server name from the config to the world status
---------
Co-authored-by: Nick <nick@nfreader.net>
* Fix further/MetaStation (#76158)
## About The Pull Request
Typo fixes. Further and fixes MetaStation's default name to match the
JSON.
## Changelog
🆑 LT3
spellcheck: Fixed a few typos
/🆑
* Fix further/MetaStation
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Burner can be crafted from any open container (#75978)

## About The Pull Request
Expands the options for making burners (makeshift igniters) by requiring
any open container (bottles, cans, cups) instead of beaker subtypes.
## Why It's Good For The Game
Makes ghetto recipe a bit more ghetto-friendly
## Changelog
🆑
qol: Chemical burner can be crafted from any open container, not just
beakers
/🆑
* Burner can be crafted from any open container
* null modular icon
---------
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Gives Fugitive Hunters credible IDs, access restricts the hunter shuttles, minor hunter shuttle improvements (#75913)
## About The Pull Request
This standardizes fugitive hunter IDs, making all hunter packs use the
same subtype and giving them to hunters who would spawn with no ID at
all.
The badass flaming ID color that the OG Bounty Hunter team got are now
the standard for fugitive hunter IDs. Additionally, these IDs now come
with a radical skull trim.
(Spacepol Officers don't get the badass flaming skull ID, and instead
get a more modest Police Officer ID).
**These IDs come with access, too. Airlocks, bolt buttons, shuttle
controls, and shutters on all of the hunter shuttles now require a
hunter's ID to operate.**
While I was in the area doing mapping stuff to get the accesses in
place, I made a few other very minor changes to the shuttles. These
include:
- The Bounty Hunter shuttle now has an oxygen dispenser. Two walls have
been moved to make space.
- The Russian Hunter shuttle now gets enough oxygen tanks to share with
everyone.
- The Psyker Hunter spawners now have proper spawner menu text. This was
due to duplicate-but-not-really subtypes existing, and me mistakenly
putting the wrong ones there in a previous PR.
- The cut ai wire helpers from the Russian/Psyker shuttles have been
extended to the Bounty/Spacepol shuttles.
- Every hunter shuttle now has a shuttle pinpointer on it somewhere, and
is no longer exclusive to a single Bounty Hunter's loadout.
## Why It's Good For The Game
Some of the hunter IDs would spawn without trims or coloration, and some
hunters wouldn't spawn with IDs at all. Now, everyone gets a credible,
cool-looking ID that lets everyone know what you're here to do at a
glance.
One of these is a crazed larper with an unregistered firearm, the other
is a certified bounty hunter.
As for the hunter access, it's pretty nonsensical that anyone can just
walk into the hunter ship and set up shop. At least the pirates get
turrets! Not to mention, it's hard to balance or give hunters new
equipment in good conscience when their entire domain is public-access
and anything they can't carry is considered forfeit to the crew. Now it
can be used as a base of operations, storage area, etc. more securely.
Locking down the shuttle with accesses isn't going to stop a determined
gamer with a toolset, but it'll at least make it more interesting and an
actual risk. If the fugitives want to try and loot/hijack the shuttle,
it will require the effort of taking down one of their hunters first.
While hunters stand out for the differences/imbalances between each
group, I don't see the shuttle pinpointer as something that contributes
positively to the OG bounty hunter's uniqueness. There's no reason why
the other hunters shouldn't also be able to track their ship.
* Gives Fugitive Hunters credible IDs, access restricts the hunter shuttles, minor hunter shuttle improvements
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>