Commit Graph

16811 Commits

Author SHA1 Message Date
SkyratBot
3779d13198 [MIRROR] TTVs on the back 2 : Electric Boogaloo [MDB IGNORE] (#22219)
* TTVs on the back 2 : Electric Boogaloo (#76470)

# [ PREVIOUS PR](https://github.com/tgstation/tgstation/pull/76370),this
one is with the changes orangeman wants
## About The Pull Request

Allows you to use 15 cable on a TTV to allow it to be worn on your back
Wirecutting TTVs that have cable on them gives it back and makes it
unable to be worn again
![2023-06-27 18_51_29-Pride Warehouse
Epsilon](https://github.com/tgstation/tgstation/assets/70376633/95c3cb08-2848-4835-aeed-51e283668da5)

The worn sprite as per requests of orangeman changes to the number of
tanks:
All tanks, only tank on the left, only tank on the right, none
![2023-06-30 19_36_50-White Doctor's Course
Upsilon](https://github.com/tgstation/tgstation/assets/70376633/afdcbc03-0698-4b8d-a4b7-3b84c492c572)

## Why It's Good For The Game

Looks cool, sci drip
Can practically achieve the same with a BCI/other-activated TTV (Traitor
sci trolled by 1 shove, loses bomb, still results in detonating with
BCI/other activation, Traitor sci shoved, does not lose bomb on back,
still results in detonation)

## Changelog

🆑
add: You can use cable on TTVs to make them wearable on the back
/🆑

* TTVs on the back 2 : Electric Boogaloo

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2023-07-04 03:48:02 -07:00
SkyratBot
f42e8d2b17 [MIRROR] Removes language encryption keys [MDB IGNORE] (#22170)
* Removes language encryption keys (#76309)

## About The Pull Request

We want languages to be special to species, these devalue that and make
them far too common.
The listen only thing does this especially badly. I'm sorry arcane I
know it's good for cargo but this vibes horrible and we shouldn't have
it

## Why It's Good For The Game

You should be able to talk privately via language with minimal snoopage

## Changelog
🆑
del: Removed language encryption keys from cargo, s bad for species
talking among each other, a thing we want them to do
/🆑

* Removes language encryption keys

* Removes our own translation keys too.

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-03 18:18:27 -04:00
SkyratBot
0f251a5a59 [MIRROR] Petrify Smite [MDB IGNORE] (#22213)
* 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>
2023-07-03 18:02:05 -04:00
SkyratBot
e731a54470 [MIRROR] Simple suit storage fixes [MDB IGNORE] (#22041)
* Simple suit storage fixes (#76267)

## About The Pull Request

Makes toys, stamps, and spacecash invisible in suit storage, fixing some
missing textures
adds stamps to the allowed suit storage items for hop, qm, and cargo
wintercoats

## Why It's Good For The Game

The /datum/unit_test/suit_storage_icons failure list is awfully long,
and while some of them require more thoughtful fixes, just these couple
of lines clears more than 100 lines from the failure list.
While I was here I added the stamps to the allowed suit storage for hop,
qm, and cargo wintercoats cause that seems fair

## Changelog

🆑 Seven
fix: toys, stamps, and spacecash no longer has a missing texture when
put into suit storage
qol: stamps are now allowed suit storage items in the hop, qm, and cargo
wintercoats
/🆑

* Simple suit storage fixes

* Fixes the issue with tennis balls not showing up properly

---------

Co-authored-by: Lufferly <40921881+Lufferly@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-03 17:56:17 -04:00
SkyratBot
3eb4468771 [MIRROR] Fixes a xenomorph egg / facehugger hard delete [MDB IGNORE] (#22163)
* Fixes a xenomorph egg / facehugger hard delete (#76418)

## About The Pull Request

The only time `child` is `null`ed correctly is if the egg is deleted
without it hatching, otherwise the hugger will hard-del

![image](https://github.com/tgstation/tgstation/assets/51863163/275523f5-8ab6-4e18-8a46-3ff5785bc252)

* Fixes a xenomorph egg / facehugger hard delete

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-07-03 17:52:52 -04:00
SkyratBot
39dedb52a0 [MIRROR] Improves jousting and gives it to more weapons [MDB IGNORE] (#22184)
* 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>
2023-07-03 17:41:21 -04:00
SkyratBot
95a6fa2631 [MIRROR] Increases throwing weapons box storage to fit reinforced bolas and stuff it spawns with. [MDB IGNORE] (#22195)
* Increases throwing weapons box storage to fit reinforced bolas and stuff it spawns with. (#76482)

## About The Pull Request

- Increased box with throwing weapons storage to fit the things it
spawns with, such as reinforced bolas.
- Increased debug boxes to fit other boxes and the items it spawns with
too.
## Why It's Good For The Game
Less bluespace magic.
## Changelog
🆑
qol: Box with throwing weapons now can hold the items it spawns with.
Incredible!
admin: Boxex of materials, debugtools and stabilized extracts now 99 of
total storage because they are meant to be debug.
/🆑

* Increases throwing weapons box storage to fit reinforced bolas and stuff it spawns with.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-07-03 17:37:13 -04:00
SkyratBot
e53bfc7b52 [MIRROR] Some crayons fixes and minor changes. [MDB IGNORE] (#22197)
* Some crayons fixes and minor changes. (#76468)

## About The Pull Request
- Defined crayon colors because why not.
- Fixed suicide with crayons not coloring you.
- Made it properly? edible.
- "empty" balloon alert now only appears on empty spraycans.
- Remade attackby restrictions for mime's and rainbow crayons to
`set_holdable` but without balloon alerts sadly. I don't quite know how
to make it.
## Why It's Good For The Game
Crayon burgers.
## Changelog
🆑
fix: Crayon suicide now properly colors you.
fix: You can't put spraycans in crayon box via opening it and putting
directly in slot as intended, but balloon alerts for mime's and rainbow
crayons are gone.
qol: "empty" balloon alert no longer appears on crayons.
qol: You can make crayon burgers now.
/🆑

* Some crayons fixes and minor changes.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-07-03 17:35:22 -04:00
SkyratBot
588e8adb19 [MIRROR] urinal cake is decay proof [MDB IGNORE] (#22202)
* urinal cake is decay proof (#76475)

Urinal cake is not actual food and even the mold dont want it

fixes: #76465

🆑
fix: urinal cakes wont decay anymore
/🆑

* urinal cake is decay proof

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-07-03 17:16:32 -04:00
SkyratBot
4f33a555aa [MIRROR] Fix balloon alert runtime(timer added on deleted object) when spider webs are destroyed by hand [MDB IGNORE] (#22035)
* Fix balloon alert runtime(timer added on deleted object) when spider webs are destroyed by hand (#76255)

## About The Pull Request
**Reproduction**
- Spawn a spider web
- Try destroying it with a wire cutter or any other object, but it must
be by hand
- If you are lucky (50% probability as the web uses the prob() proc) at
the moment the web is destroyed a balloon alert at the same time "stuck
in web" gets called causing the runtime because it added a timer on the
deleted spider web

**Solution**
Use loc for balloon alerts as that does not get deleted.

## Changelog
🆑
fix: fixes balloon alert runtime when spider webs are destroyed.
/🆑

* Fix balloon alert runtime(timer added on deleted object) when spider webs are destroyed by hand

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-01 16:19:40 -04:00
SkyratBot
e0043fc2ea [MIRROR] Useful Stethoscopes and Penlights [MDB IGNORE] (#22183)
* Useful Stethoscopes and Penlights (#75800)

## About The Pull Request
This PR overhauls and adds functionality to Stethoscopes and Flashlight
examinations (i.e. shining a penlight into someone's eyes/mouth).

Stethoscope Changes
- Dynamic results based on targeted body part.
- Chest: Assess whether the heart is beating, whether it is damaged
(above 10 dmg), and whether or not the player has suffered severe blood
loss. Assess whether the player is breathing, has lung damage (above
10dmg), and whether or not they have suffocation damage (above 10dmg).
- Head/Extremities: Assess heart function as above, and blood level
(nominal/low/critical).
- Groin: Assess whether or not the liver or the appendix have suffered
damage (above 10dmg). (The latter is only detectable if the patient is
conscious)

Flashlight Changes
- Eyes: Assess whether the patient is dead, has sustained brain damage
(above 20dmg), or has an X-Ray mutation.
- Mouth: Assess mouth organs, dental implants, suffocation damage (above
20dmg), and blood volume (nominal/low/critical)
## Why It's Good For The Game
Adds some proper functionality to two very rarely used tools.

Loosens up medical players' dependence on health analyzers to assess
their patients Provides an alternative, if manual and less accurate,
means of assessment.

For players interested in a more hands-on, RP focused approach to medbay
(or those in areas without power to recharge analyzers); I think this
will be a welcome addition.
## Proof of Testing

<details>
<summary>Screenshots/Videos</summary>

https://github.com/tgstation/tgstation/assets/107971606/43e87774-6db5-4db1-b7fa-92c3565c1009

https://github.com/tgstation/tgstation/assets/107971606/9ec42cc4-a996-4d60-a6f1-1aecf24b9bc8

</details>

## Changelog
🆑
add: Stethoscopes may be used on the chest, groin, or extremities to
assess organ damage, blood level, and/or suffocation damage depending on
the targeted area.
add: Shining flashlights into the mouth or eyes of other players will
additionally assess brain health, suffocation damage, and/or blood level
depending on the targeted area.
balance: Halves the duration of the flash effect from shining lights
into players' eyes (2s -> 1s). Use combat mode to get the full duration.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>

* Useful Stethoscopes and Penlights

---------

Co-authored-by: LovliestPlant <107971606+LovliestPlant@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-07-01 16:02:30 -04:00
SkyratBot
db35fc9a89 [MIRROR] Fixes some stupid airlock sleeps [MDB IGNORE] (#21931)
* 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>
2023-07-01 15:33:12 -04:00
SkyratBot
02e36ec18e [MIRROR] Expanding the Experimental MODsuit Bepis Node with three new modules. [MDB IGNORE] (#21851)
* 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>
2023-07-01 14:21:47 -04:00
SkyratBot
d3347d7fab [MIRROR] Adds an element for noisy movement (wheelchairs, office chairs, trashcarts etc. etc.) [MDB IGNORE] (#22172)
* 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>
2023-07-01 14:15:34 -04:00
SkyratBot
2a94dfae6e [MIRROR] Makes you lie down when buckled to surgery tables, removes need for restraints [MDB IGNORE] (#22175)
* Makes you lie down when buckled to surgery tables, removes need for restraints (#75840)

## About The Pull Request

Makes you lie down when you are buckled to a surgery table, and also
removes the need to be cuffed in order to be buckled to one. Also
_technically_ makes surgery tables no longer climbable, but you can
still get on top of one by just buckling yourself to it and then
unbuckling.

## Why It's Good For The Game

This is a quality of life change for medbay (and anyone doing surgery).
It's kind of dumb that people stand up when buckled to surgery tables,
this makes you no longer have to ask them to lie down, especially nice
for dealing with patients who may still be AFK after getting out of
crit.

This also makes surgery a little easier on unwilling victims, no longer
requiring you use a regular/roller bed or crit them/keep them stunned.

## Changelog

🆑
qol: people now lie down when buckled to surgery tables, and you no
longer need cuffs to buckle someone to a surgery table
/🆑

* Makes you lie down when buckled to surgery tables, removes need for restraints

---------

Co-authored-by: JupiterJaeden <48777952+JupiterJaeden@users.noreply.github.com>
2023-07-01 14:08:56 -04:00
SkyratBot
1f7098f287 [MIRROR] RPD mouse wheel layer change checks for actually holding the RPD [MDB IGNORE] (#22130)
* RPD mouse wheel layer change checks for actually holding the RPD (#76319)

## About The Pull Request
Fixes mousewheel changing the selected piping layer when the RCD is
in-hands, but not in the active hand.
Also dmdocs, changes some var names, grammar checks some stuff and adds
balloon alerts when installing the wrench upgrade and reprogramming a
pipe.
Removes `activate()` proc that was just a `playsound()`, makes the sound
used for that a define here so it's obvious why's the sound being played

## Why It's Good For The Game
Closes #54844 (it was fixed at some point actually so you couldn't
mousewheel to change layers on an RPD on your belt slot, but the in-hand
inconsistency remained)
Code's a little cleaner
Installing an upgrade's a little more obvious

## Changelog
🆑
fix: fixed RPD switching layers on mousescroll when not in active hand
qol: installing an RPD wrench upgrade & reprogramming a pipe via RMB
produces a balloon alert
/🆑

* RPD mouse wheel layer change checks for actually holding the RPD

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-07-01 01:30:23 -07:00
SkyratBot
f485737ea1 [MIRROR] Eating from floor may cause disease [MDB IGNORE] (#22151)
* Eating from floor may cause disease

* Update turf.dm

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-01 01:30:17 -07:00
SkyratBot
8c1a165f2a [MIRROR] Fixes an edge case runtime with the snatcherprod [MDB IGNORE] (#22141)
* Fixes an edge case runtime with the snatcherprod (#76386)

## About The Pull Request
Adds a user check to a line and makes it early return now.

## Why It's Good For The Game
Thrown items don't always have a mob throwing them.

## Changelog

🆑
fix: Fixed snatcherprods potentially giving held objects a one-way
ticket to nullspace if thrown at someone by something that's not a mob.
/🆑

* Fixes an edge case runtime with the snatcherprod

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-07-01 01:10:07 -07:00
SkyratBot
8989d85138 [MIRROR] [BUTTER] You can now slice butter into 3 easier to handle slices. Mixing butter now requires 25 milk. Butter resprite [MDB IGNORE] (#22127)
* [BUTTER] You can now slice butter into 3 easier to handle slices. Mixing butter now requires 25 milk. Butter resprite (#76338)

## About The Pull Request

On top of removing soul, this changes almost all recipes to use butter
slices instead of a whole stick of butter, said stick of butter now
takes 25 units of milk to be mixed. The whole equation results in
8.333... milk per butter slice, making butter in general more efficient.
Butter also has 3 times as much nutriment.

![image](https://github.com/tgstation/tgstation/assets/44149906/6ee730ee-c855-4483-9b89-50f63d67991b)
## Why It's Good For The Game

Butter takes a lot of milk for not a lot of results, and using a whole
stick of butter on certain recipes is just silly. Now, you will spend
MORE milk to make butter, but you will slice it to make butter slices,
which are what will be used on recipes instead. Except butter on a
stick, that still uses the OG butter.
## Changelog
🆑
add: Added butter slices, which you can make by cutting butter into 3.
qol: Recipes that once required butter now only require a slice of it.
With the exception of the butter on a stick, of course.
balance: Butter now requires 25 milk to mix and has 3 times as much
nutriment.
image: Resprited butter and butter on a stick using bluespace
technology, managing to compress more butter into a smaller space
/🆑

* [BUTTER] You can now slice butter into 3 easier to handle slices. Mixing butter now requires 25 milk. Butter resprite

---------

Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
2023-06-30 23:20:47 -07:00
SkyratBot
1298260b04 [MIRROR] HMS, once again. [MDB IGNORE] (#22144)
* 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>
2023-06-30 23:17:21 -07:00
SkyratBot
9ac12f0f60 [MIRROR] Maptext 2023 tweaks [NO GBP] [MDB IGNORE] (#22149)
* 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>
2023-06-29 23:56:47 -07:00
SkyratBot
b88ffa560f [MIRROR] Lavaproof tracks fix [MDB IGNORE] (#22079)
* Lavaproof tracks fix (#76258)

## About The Pull Request

There is an upgrade for mining borgs called lavaproof tracks. As the
name implies, it allows them to safely traverse lava. This PR makes the
tracks also protect from liquid plasma. Fixes #76107.

## Why It's Good For The Game

Liquid plasma is the Icebox equivalent of lava, it stands to reason that
something that protects against lava should also protect against liquid
plasma.

## Changelog
🆑
fix: The lavaproof tracks cyborg upgrade now protects against liquid
plasma, the Icebox equivalent of lava.
/🆑

* Lavaproof tracks fix

---------

Co-authored-by: GPeckman <gpeckman1@gmail.com>
2023-06-27 21:06:46 -07:00
SkyratBot
12b43b1095 [MIRROR] Fixes stacks incorrectly stacking with subtypes [MDB IGNORE] (#22070)
* Fixes stacks incorrectly stacking with subtypes (#76166)

Makes the type check to determine if two items will stack more strict,
so that subtypes that shouldn't stack don't. Fixed #76157

* Fixes stacks incorrectly stacking with subtypes

---------

Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
2023-06-27 21:05:49 -07:00
OrionTheFox
a85d9f5510 Removes stockpart/crystal sprite overrides (#22057)
* Stockparts

* Crystals

* Update screenshot_antag_icons_fugitive.png
2023-06-26 06:18:04 +00:00
SkyratBot
fd3b832bb8 [MIRROR] Makes decals only caught on mapload & removes turf_loc_check [MDB IGNORE] (#22051)
* Makes decals only caught on mapload & removes turf_loc_check (#76130)

Theres one player-facing change in this PR and it's that I removed human
gibs from being valid in space turfs, making it more consistent with the
other gib decals.

I've cleaned up many instances of decals spawning in bad turfs on
mapload in https://github.com/tgstation/tgstation/pull/75189, but making
it error anytime in-game a decal is put over an invalid turf is bad as
it punishes contributors for not optimizing their decals properly.
This changes it so it only errors if it's on mapload, unit testing or
not.

I've also removed ``turf_loc_check`` and replaced instances of it with
overwriting ``NeverShouldHaveComeHere``, which gives us greater control
of where decals can be placed.
This let me remove 2 subtypes that were made to have decals in specific
places (which then got placed elsewhere, ruining it all).

Mappers are still able to set decals to be placed anywhere, they just
need to add it as a valid turf for that decal.

* Makes decals only caught on mapload & removes turf_loc_check

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-06-24 16:06:58 -07:00
Tom
157842ebcc Misc. multi-tile airlock fixes and improvements (#22017)
* updates multitile airlocks to not close on you

* I forgot to do the of hehabgggg

* also fixes the density of the assemblies cus uhhhh yolo

* generalisation and some other stuff I forgot

* deletes this other bit cus it doesnt seem to make a difference
2023-06-24 02:48:36 -07:00
SkyratBot
210e29ca14 [MIRROR] Optimizes timer insertion by 80% (W QDEL_IN micro) [MDB IGNORE] (#21986)
* Optimizes timer insertion by 80% (W QDEL_IN micro) (#76214)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

[Reduces timer insertion cost by
80%](c9e5b285ed)

Timer name generation involved a LOT of string shit, some in ways where
the string only existed for a moment.
This costs a good bit of time, and can be reduced with only minimal
impacts on the end product, so let's do that. Includes a compile flag to
flip it back if we ever have trouble in future.

This is about 0.1s off init, since we do a lot of timer stuff then too

[Removes STOPPABLE flag from QDEL_IN, moves it to a bespoke
macro](e7a5d7f2a7)

Its a waste most of the time, tho I would LOVE to analyze at compile
time to work out if we care
## Why It's Good For The Game

I like it when we don't spend all of our cpu time just setting the name
var on timers. that's good and not bad.
This saves time fucking everywhere. 15% off explosions, 0.1 seconds off
init, bunch of time off foam. it's just good.

Cherry picked out of #76104 since that was too cluttered (sannnnnn)

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

* Optimizes timer insertion by 80% (W QDEL_IN micro)

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-06-23 16:15:40 -07:00
SkyratBot
8c07909ae5 [MIRROR] Explosive implant documentation and cleanup [MDB IGNORE] (#21970)
* Explosive implant documentation and cleanup (#76173)

## About The Pull Request
just scratching an itch that's been present since #72377
as a minor thing, delayed explosion beeps get louder with each iteration

## Why It's Good For The Game
dmdocing vars, cleaner var names, what have you
reinforce the equation of 1 macrobomb = 10 stacked microbombs

## Changelog
🆑
sound: explosive implant's beeps get louder as it gets closer to
exploding
/🆑

* Explosive implant documentation and cleanup

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
2023-06-23 16:11:28 -07:00
SkyratBot
997c6c58de [MIRROR] Fixes iron duplication bug [MDB IGNORE] (#21965)
* Fixes iron duplication bug (#76203)

## About The Pull Request

Each regular floor tile was worth 50 before, fixed to be 25 instead
## Why It's Good For The Game

fixes #76191
Prevents turning 5000 iron into 10000 iron in less than 10 seconds
## Changelog
🆑
fix: changed station floor tiles to be worth 25 instead of 50, one
quarter of an iron sheet.
/🆑

* Fixes iron duplication bug

---------

Co-authored-by: Oreo <20830349+Peliex@users.noreply.github.com>
2023-06-23 16:07:22 -07:00
SkyratBot
1beff3980c [MIRROR] Air Sensor are Craftable, Removed from RPD UI, Have New Linking System [MDB IGNORE] (#21964)
* 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**
![Screenshot
(247)](https://github.com/tgstation/tgstation/assets/110812394/6a7eb501-4414-4f01-a6ef-3e9b70f4af06)

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>
2023-06-23 16:06:45 -07:00
SkyratBot
c004527c46 [MIRROR] Enhanced delam/tram counter [MDB IGNORE] (#22019)
* Enhanced delam/tram counter

* Update persistence.dm

* Update VoidRaptor.dmm

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-23 16:01:53 -07:00
Hatterhat
a098bd21f8 Doohickey Sidequest - adds an Archangel rifle parts kit for funsies (#21799)
* the arch doohickey

* guy who changed the stock on his sportiv yesterday

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-06-23 14:18:19 +01:00
SkyratBot
ac3fb4db29 [MIRROR] can't answer calls 'cause i'm baseballin - adds a baseball recipe to leather [MDB IGNORE] (#22004)
* can't answer calls 'cause i'm baseballin - adds a baseball recipe to leather (#76135)

## About The Pull Request
baseballs can now be crafted with 3 leather

## Why It's Good For The Game
throwing interactions (correct me if i'm wrong but you literally can't
get these out of mail goodies, outside of having the throwing arm quirk
or the holodeck)

## Changelog

🆑
add: Baseballs can now be crafted with 3 leather.
/🆑

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>

* can't answer calls 'cause i'm baseballin - adds a baseball recipe to leather

---------

Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
2023-06-23 15:01:33 +02:00
SkyratBot
c4b550c1a9 [MIRROR] New Wizard spell "branch": Vendormancy [MDB IGNORE] (#22008)
* New Wizard spell "branch": Vendormancy (#75679)

## About The Pull Request
New item for wizards, ~~the Staff~~ Scepter of Runic Vendormancy.

With it, you can summon Runic Vending machines to block your enemies,
push them 2 tiles back around the summoning tile, throw the vendors 4
tiles away to squash them or simple detonate the vendors for direct
damage against enemies within a 2 tile range.

The scepter has 3 charges that can be recharged after a "long" channel
so while powerful, it is a tactical weapon and wizards can't directly
steamroll the crew with endless vendors. (Unless they buy multiple
scepters, but that is just funny.)

Also, there is a bug with the throw... I copied how baseball bats deal
with knockback, but they consistently don't push the vendors back, just
spin them on the same tile... I appreciate if anyone has any idea on how
to fix or change that to a better system.

## New changes I made
The vendor has a random set of REAL wizard robes and hat, sandals and a
foam vendor scepter as products to sell now.
This gives the crew some real armor, and if it is considered too much, I
can swap it for the fake versions.
IMO the real clothes work as the perfect bait for the crew to approach
the vendors and get exploded in the process, and while a random
assistant might get real wizard armor to go valid hunt the wizard, the
crew might just mistake them for the real wizard and beat them to death,
which is too funny.
## Why It's Good For The Game

![vendormancerPR](https://github.com/tgstation/tgstation/assets/55374212/f9d98f3e-5916-4a17-987e-249f4cdb7185)

About a year ago I played Stoneshard, and it has such an amazing
Geomancy Wizard that I wanted to port some of its gameplay to SS13 as
our wizards, while funny and destructive, are kinda simple to play...

Summoning and blowing up rocks was nice, but I randomly had the idea of
summoning Vendors while at work and vendors squashing people has become
such an iconic SS13 thing to me that I had to stop being lazy and start
working on this.

Something, something, enviromental combat wizard.
## Changelog
Gonna polish the changelog later too...
🆑 Guillaume Prata
add: New Wizard spell branch: Vendormacy! Summon runic vending machines
with your Vending Scepter, force push them on your enemies to squish
them or blow them up while they are busy buying from the machines.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>

* New Wizard spell "branch": Vendormancy

---------

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
2023-06-23 14:39:04 +02:00
SkyratBot
2dc5c8830f [MIRROR] Makes the cardboard sprite 3D [MDB IGNORE] (#22002)
* Makes the cardboard sprite 3D (#76103)

image: Tweaks cardboard sheet sprite

* Makes the cardboard sprite 3D

---------

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2023-06-23 14:31:02 +02:00
SkyratBot
592e1f97d1 [MIRROR] Removes actually concerning religious references [MDB IGNORE] (#22000)
* Removes actually concerning religious references (#76228)

## About The Pull Request
Someone said something stupid in a comment so I'm removing it

## Why It's Good For The Game
Not every religious reference is concerning, but the "allahu ackbar"
meme died out in the 2010s and was always kind of racist.

## Changelog
Doesn't need one.

* Removes actually concerning religious references

---------

Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
2023-06-23 01:35:57 +01:00
SkyratBot
76e3348760 [MIRROR] Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait) [MDB IGNORE] (#21958)
* Replaces the Reaper Scythe with the Vorpal Scythe (also the Morbid trait)

* fix

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-22 20:21:36 +00:00
SkyratBot
16a32a37f2 [MIRROR] New Null Rod Sprites [MDB IGNORE] (#21930)
* New Null Rod Sprites (#76061)

## About The Pull Request

Updates a few Null Rod sprites, and few non null rod sprites, including
the Supermatter sword.

![image](https://github.com/tgstation/tgstation/assets/28636915/fe5e81c8-98c3-4e18-ab37-5636acfa9fb6)

## Why It's Good For The Game

Old sprites give me a headache, so does doing inhands, which I will get
around to, but at least the icon sprites look better.

## Changelog
🆑
image: Updated several Null Rod Graphics. Also updated: the supermatter
sword.
/🆑

* New Null Rod Sprites

---------

Co-authored-by: Mey-Ha-Zah <tomboxallghss@gmail.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-22 16:50:54 +00:00
SkyratBot
c6a23e4925 [MIRROR] Adds shark plushie, removes pickle Rick plushie [MDB IGNORE] (#21993)
* Adds shark plushie, removes pickle Rick plushie (#76206)

## About The Pull Request
Come on, look at it. It's adorable.

![image](https://github.com/tgstation/tgstation/assets/7019927/16b30cc4-b416-442f-a8b8-e134692c580a)

![image](https://github.com/tgstation/tgstation/assets/7019927/4ae4bd77-0621-4ca1-a858-f64faffde9aa)
Sprites courtesy of INFRARED_BARON

Available for purchase from Cargo as a goodie.

Acts as a replacement for the pickle Rick plush which is going to Brazil
where it belongs

![image](https://github.com/tgstation/tgstation/assets/7019927/0c5c0a3b-6966-4b27-aba1-0c4a1c5d3c34)

## Why It's Good For The Game
Everyone needs a shark plushie. Happy pride!

## Changelog
🆑
add: Adds a shark plush, obtainable from Cargo for a nominal fee.
del: Removed plush cucumber by popular request. Cucumber has been
replaced by the shark plushie in arcade machines.
/🆑

* Adds shark plushie, removes pickle Rick plushie

* add to loadout

---------

Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-22 16:35:42 +00:00
SkyratBot
a8c539f24c [MIRROR] Hairless hides are created from the entire stack of hides instead of only one item from stack [MDB IGNORE] (#21933)
* Hairless hides are created from the entire stack of hides instead of only one item from stack (#75974)

Tanning is barely used because biogens are available everywhere and are
a default source of leather.

This PR makes one of the steps - hairless hide creation - easier, as
before to process 5 hides you had to either click on the stack 5 times
in sequence, or manually separate 1 hide from the stack, throw around
you avoiding their merging, click on each of them and then merge them
back.

Maybe people will use this way of leather creation more often.

* Hairless hides are created from the entire stack of hides instead of only one item from stack

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-06-21 14:43:22 -04:00
SkyratBot
ce30559999 [MIRROR] [MDB IGNORE] Subtypes out kirbyplants, also changes them to said subtypes [MDB IGNORE] (#21952)
* [MDB IGNORE] Subtypes out kirbyplants, also changes them to said subtypes (#76050)

* [MDB IGNORE] Subtypes out kirbyplants, also changes them to said subtypes

* woow

---------

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
2023-06-21 01:33:45 +00:00
SkyratBot
529b8b4464 [MIRROR] Lighting object oddities [MDB IGNORE] (#21945)
* 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>
2023-06-20 14:06:48 -07:00
SkyratBot
068089fb52 [MIRROR] Standardize Welder Fuel Usage [MDB IGNORE] (#21943)
* 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>
2023-06-20 09:39:49 -07:00
SkyratBot
3d4b8e19ba [MIRROR] Fix further/MetaStation [MDB IGNORE] (#21944)
* 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>
2023-06-20 09:32:47 -07:00
SkyratBot
3079143be5 [MIRROR] Tablet apps are now deleted when necessary & removes console preset. [MDB IGNORE] (#21942)
* Tablet apps are now deleted when necessary & removes console preset. (#75863)

## About The Pull Request

Apps now properly delete themselves when removed, so they don't exist in
nullspace anymore.
Chat client now actually updates the uid, because its New() didn't call
parent.
Deletes the 'console' subtype of modular computer
Updates how downloading and transferring files are handled
Fixes being able to infinitely upload apps to a disk

## Why It's Good For The Game

Fixes some more bugs I found with apps and prevents spamming apps in a
disk.

## Changelog

🆑
fix: Maintenance data disks now properly transfer from PC to disk
fix: Disks can no longer be flooded with the same app repeatedly.
/🆑

* Tablet apps are now deleted when necessary & removes console preset.

* updatepaths

* feex

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-06-20 14:36:09 +00:00
SkyratBot
a863e7787d [MIRROR] Unit tests now catch decals in walls/space [MDB IGNORE] (#21862)
* Unit tests now catch decals in walls/space

* the fuck

* vr

* vr

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-06-20 10:28:46 -04:00
SkyratBot
7c3a6198a6 [MIRROR] Removes old palm tree and coconut overlay effects [MDB IGNORE] (#21820)
* Removes old palm tree and coconut overlay effects (#75966)

## About The Pull Request

Title.
## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/73827
## Changelog
🆑
fix: Trees and Coconuts are no longer immune to singularities.
/🆑

* Removes old palm tree and coconut overlay effects

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-06-20 12:47:49 +00:00
SkyratBot
bcb7bcc5c5 [MIRROR] Food gets stink lines when about to go rotten [MDB IGNORE] (#21925)
* Food gets stink lines when about to go rotten (#76038)

## About The Pull Request

Title says it all, food that decomposes gets stink lines halfway
through.

![image](https://github.com/tgstation/tgstation/assets/82850673/ae90220c-4b27-49dd-873a-6f349055f891)

![image](https://github.com/tgstation/tgstation/assets/82850673/c982055d-ed69-4935-bda5-7851836fad2c)

Moldy messes always gets stink lines.

## Why It's Good For The Game

1. It's funny
2. It's a visual indicator for food going bad which is kinda nice

## Changelog

🆑
add: Food now gets stink lines when going bad. Uh oh, stinky.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Food gets stink lines when about to go rotten

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-06-19 17:34:53 -04:00
SkyratBot
8f2969d830 [MIRROR] mediborg beaker apparatuses can now hold test tubes [MDB IGNORE] (#21923)
* mediborg beaker apparatuses can now hold test tubes (#76118)

## About The Pull Request

In addition to the beakers and bottles they could already hold, mediborg
beaker apparatuses can now hold test tubes.

The descriptions of beaker and drink apparatuses have been updated to
more accurately reflect what they can and can't hold.

## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/76111.

This seems to just be an oversight from the PR that added test tubes,
especially since service borg drink apparatuses can hold condiment
packets.

## Changelog

🆑
fix: In addition to the beakers and bottles they could already hold,
mediborg beaker apparatuses can now hold test tubes.
spellcheck: The descriptions of beaker and drink apparatuses have been
updated to more accurately reflect what they can and can't hold.
/🆑

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Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>

* mediborg beaker apparatuses can now hold test tubes

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Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
2023-06-19 17:33:58 -04:00
SkyratBot
4a451d4e24 [MIRROR] Removes some boilerplate from transforming component [MDB IGNORE] (#21885)
* Removes some boilerplate from transforming component

* conflicts

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Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-19 17:14:10 -04:00