* Reagent soup / Soup rework / Stoves - A kitchen expansion
* fixes that stuff
* puts the range stove on maps that sohuld have it
* fixes some paths that don't exist anymore
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Remove Mining LTSRBT + Change mining vendor costs to be less ass (#72380)
Removes Mining LTSRBTs
Adds a new cargo_cheaper variable to order consoles to make the tooltips
actually imply that express costs 1x
Mining Vendor cargo delivery now costs 0.65x (and rounded)
Express delivery costs 1x, no cooldown.
Costs displayed in the vendor are now multiplied by 0.65 to make them
show the cheaper price of buying by cargo
Encourage people to not fuck over ghost roles for their gamer mining
vendors
Encourage miners to cooperate with cargo techs (best case) to get their
gear cheaper
Encourage miners to talk to their own stationside department for their
gamer gear cheaper, while making miners
who dont do that, have costlier (normal price) gear
* Update interdyne_mining.dm
* SR maps
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
* Crafting/Cooking menu update
* Yeeted away all of the merge conflicts, time to fix the code
* Okay, now it compiles, and after testing, it seems to work just fine
* Actually, early addition of an upstream fix, so those that don't have hunger can still open the cooking menu
* Fixes the units tests by removing the extra comma in the Stuffed Muli Pod recipe
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Atmospheric machineries now interact with each other directly, rather than going through a radio layer -- saves about 0.4s of init time
* updatescript maps
* Merge conflicts
* Tarkon atmos
* tick file
* that file was supposed to be removed
* tarkon cringe
* tarkon tweaks after testing
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Plumbing Reagent UI changes & fixes (#71410)
**About the pull request**
3rd attempt cause the 1st
[PR](https://github.com/tgstation/tgstation/pull/71032) had way too many
problems and the 2nd
[PR](https://github.com/tgstation/tgstation/pull/71101) had merge
conflicts and became stale so fuck it delete those branches & try again.
1)For Plumbing the
- Chemical Reaction Chamber
- Chemical Filter
- As a side effect for Modifying Chemical Filter the BloodFilter also
now
Picks reagents from an input-list with a search bar attached at the
bottom
2)Fixes bug which prevented the user from entering new
values[temperature,acidic ph & alkaline ph] into the
ChemReactionChamber. They would be stuck at their defaults 300k,5,9
respectively even if you tried to enter new values it would reject those
new values. That's fixed now
https://user-images.githubusercontent.com/110812394/203076880-eb801c76-68ec-4470-8648-9239270fbcbc.mp4
**Why its good for the game**
1. Removes the need to type long reagent names manually by hand which is
error prone and time consuming
2. Allows you to change the ph & temp values for various reactions which
would have not been possible if not for this
**ChangeLog**
🆑
qol: Entering reagent names is much faster with zero errors
fix: You can enter new temp & ph values
/🆑
Co-authored-by: Time-Green <timkoster1@ hotmail.com>
* Plumbing Reagent UI changes & fixes[Take 3]
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@ hotmail.com>
* Low/no power screen alert tooltips tell you where the recharging stations actually are (#65467)
* Low/no power screen alert tooltips tell you where the recharging stations actually are
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Adds an intercom interference malf ai module (#64670)
* Adds a radio interference malf ai module
* uses on/listening getters
* Adds an intercom interference malf ai module
Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.
* E
* Missed merge
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Gives the monkey a gun (#58565)
This adds a rare-ish negative station trait that gives Pun Pun a weapon, fills their heart with anger, and bloodies up the location they spawn in. (Yes the weapon is even more rarely a gun)
A request for one of the weapons to be a sign meant that a random sign type was added here as well.
* Gives the monkey a gun
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Mechanical Curtains (#55751)
good for better mapping, I have seen some mappers wish to utilize fancy curtains on their rooms windows (for example, a psychologist office) but wanted to be able to have privacy when with a patient, which curtains can be opened from either side of the window, and shutters just dont fit the theme, this way mappers can add in curtains which are button operated and cant be opened manually, basically, it functions like a shutter, only it looks and acts like curtains (can be destroyed like one, etc... it is literally a curtain subtype)
* Mechanical Curtains
Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
* Prevent duplicate names for vents and scrubbers in the air alarm (#52398)
It is always a pain adding in a new vent or scrubber to an area and suddenly you have duplicate names.
This prevents duplicate names for vents and scrubbers in an area.
Why It's Good For The Game
Makes engineering's life better, duplicate names are bad.
Changelog
cl
fix: Prevent duplicate vent and scrubber names in the air alarm interface.
/cl
* Prevent duplicate names for vents and scrubbers in the air alarm
Co-authored-by: NightRed <nightred@gmail.com>
* Dropping Now, Stand By For Titanfall: Mecha Orbital Pad (#52224)
* mecha orbital pad
* mecha orbital pad 2
* mecha orbital pad 3
* mecha orbital pad 4
* mecha orbital pad 5
* mecha orbital pad 6
* mecha orbital pad 7
* fixing conflicts
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* conflicts and map and tgui and icons bro
* fix
* wa
Co-authored-by: Rohesie <rohesie@gmail.com>
* tguy
* Removed eslint ignore
Shouldn't be impacting the build.
* Update code/game/machinery/computer/mechlaunchpad.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* some fun stuff
* cool desc
* final changes hopefully
* late initalizing
* bitflags
* one last thing
* rohesie stuff
* Update tgui.bundle.js
* mm
* Update tgui.bundle.js
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* [READY]Dropping Now, Stand By For Titanfall: Mecha Orbital Pad
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Oh God I hope this works...
* It didn't work.
* Making things better.
* Making things even better.
* That made things worse.
* Sorting works! \o/
* Tidying some thing ups.
* Adding a custom plaque to the game.
* Some plaque tweaks.
* Makes plaques more durable than signs.
* Adds the stack crafting.
* Plaques take a little time to engrave, signs can't be changed instantly anymore.
* Comments, and renamed the global list to avoid confusion.
* Appends "sign" to every name, makes department signs not all caps, fixes some names and descriptions.
* Touching up plaque customization and display, removing one last all caps.
* Plaques can now be engraved in hand too.
* Newline.
* Update code/game/objects/structures/customplaque.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Update code/game/objects/structures/customplaque.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Mirroring some fixes from customplaque.dm
* A bunch of stuff.
* Unwrenched signs now lay horizontal.
* A lot more stuff, turned a negative variable into a positive.
* Fix chat inconsistency, remove deprecated and unused variable.
* Apparently buildable_sign is used elsewhere, whoops.
* Adding documentation to this, fixing a bool being 0 in another file.
* Don't know why this was here, sign dir is 100% irrelevant.
* Fixes some sound malarkey.
* Changes delays to be readable, removes unneeded return.
* Fixes these two early returns, it needed return TRUE at the end to work.
* Trying to fix a revert I messed up...
* Moving plaques to a directory, moving old sign plaque types into it. Map changes.
* Rename since I relocated this object entirely.
* Signs (and plaques) now properly place, and aren't visible through walls.
* Comment to help people in the future.
* Signs and plaques can be placed diagonally now.
* Removes duplicated code line.
* Blank signs now commonly spawn in maint, blank plaques uncommonly.
* Repairing signs & plaques with a welder is now good to go.
* Moves the GLOB, makes it start as an empty list.
* Update code/game/objects/structures/plaques/_plaques.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Gets rid of some oldcode.
* Apply suggestions from code review
Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>
* Simplifying dir switch to two if elses.
* Plaques take one sheet of gold to graft instead of five.
* Just making this wording in crafting a little clearer.
* They can be removed with wrenches, so I don't think this is proper.
* Makes variables descriptive.
* More descriptive variables, a little dmdoc, move things around to be next to like things.
* Remove a redundant definition.
* Apply suggestions from code review
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Fixes mapping path, rename sign_backing to just sign.
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Brain damage works on organ damage procs, some defib reworks
* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again
* Cleans up reused global
* Organ damage procs on living and living/carbon
* Changes brain damage procs again
* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.
* Damage and failure effects for the appendix, ears, and some touchups on the stomach
* Committing changes so I don't lose them
* Organs now cease decaying in the proper containers
* Organ Fridges
* Reverts map changes
* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime
* Actually fixes merge conflict
* Smartfridge tweaks
* Think I figured out map merger
* Evidently not
* Still runtiming with glass shards even after I remove the map changes?
* Fixes runtime error with brain_item
* Runtime fix on living/carbon/life
* Cleaning up old PR code
* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were
* Wrong math operation used
* Brains in MMIs no longer decay
* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts
* Removes misleading comment
* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss
* Removes random spaces, scanners check brain damage severity now
* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it
* List change
* Runs off of an index instead of using cut
* Brains can be put into organ fridges
* Fixes minor type, hotfix for cloning problem
* Removes pointless check
* Demon hearts no longer decay
* Nightmare hearts no longer decay
* Removes istype() check on process, sets can_decompose instead
* Condenses organ damage report
* Removes organ failure messages
* Less organ damage spam, implements organ threshold messages instead
* Brain damage messages go to owner, not source
* Self-examine shows damaged organs
* Minor code cleanup, adds autodoc comments to the new procs
* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.
* Merged the booleans into a set of flags
* Healthy living improves organ healing rates
* dunno why this didn't update
* my actions have consequences
* Sets ORGAN_SYNTHETIC for overlooked robotics organs
* Doubles heart decay time
* 3 minute heart decay
* Lobectomy/Coronary_Bypass heal more
* removes hivemind spells from the changes
About The Pull Request
Pretty much what it says on the tin.
Oh yeah I also removed the string concatenation nonsense in favor of multiline strings and a list.
Why It's Good For The Game
Removes many getFlatIcon calls during the round, also some runtimes from ephemeral items being created and immediately deleted when the vending machines are used.
Changelog
cl Naksu
tweak: vending machines now use spritesheets
/cl
Port of yogstation13/Yogstation-TG#2549
which is a port of Citadel-Station-13/Citadel-Station-13#7442
which is a port of OracleStation/OracleStation#50
This port visualizes items in all machines handled by _vending.dm, allowing a
person to see what they're buying before buying it. This is very useful for
clothing vendors for example, and much better than the previous system that had
vending machines choose from three colors randomly.
Credits to:
* AndrewMontagne (Oracle, original implementation)
* FlattestGuitar (Citadel)
* nichlas0010 (Yogstation)
* Blessed turfs are visible to people who care about blessed turfs
* A better way
* Adds holy vision
* Compacts special types
* space space space
* Glowing
* Final Solution
* wraith
* bawhoppen has autism and we must hugbox
* Implements feedback
* So pity us poor sailors, wherever we roam. For there's no guarantee that we'll ever come home
* All the engines were dead, and the life systems shot
* Should take care of borg cameras
* Fixes the issue with singulos and cameras, also fixes atmos and power alarts to be as performant as the fire alert
code also tested again
* rename area var to myarea to distinguish it from the type, fixes fire alarms and singulos
* Remove unnecessary iteration (webedit, test later)
* Add the system for managed global variables
* Travis ban old globals
* So you CAN inline proccall, that's neat
* Fix that
* master.dm
* Remove the hack procs
* Move InitGlobals to the proper spot
* configuration.dm
* Fix the missing pre-slash
* clockcult.dm
* This is probably for the best
* Doy
* Fix shit
* Rest of the DEFINES tree
* Fix
* Use global. for access
* Update find_references_in_globals
Always hated that proc
Whoever made it must've bee a r e a l idiot...
* __HELPERS tree
* Move global initialization to master.
Fix the declaration
* database.dm
* Dat newline
* I said DECLARATIVE order!
* Here's something you can chew on @Iamgoofball
* game_modes.dm
* Fix this
* genetics.dm
* flavor_misc.dm
* More stuff
* Do it mso's way. Keep the controllers as global
* Make master actually see it
* Fix
* Finish _globalvars/lists
* Finish the rest of the _globalvars tree
* This is weird
* Migrate the controllers
* SLOTH -> GLOB
* Lighting globals
* round_start_time -> ticker
* PAI card list -> pai SS
* record_id_num -> static
* Diseases list -> SSdisease
* More disease globals to the SS
* More disease stuff
* Emote list
* Better and better
* Bluh
* So much stuff
* Ahh
* Wires
* dview
* station_areas
* Teleportlocs
* blood_splatter_icons
* Stuff and such
* More stuff
* RAD IO
* More stuff and such
* Blob shit
* Changeling stuff
* Add "Balance" to changelogs
* Balance for changelog compiler + Auto Tagging
* Update the PR template
* hivemind_bank
* Bip
* sacrificed
* Good shit
* Better define
* More cult shit
* Devil shit
* Gang shit
* > borers
Fix shit
* Rename the define
* Nuke
* Objectives
* Sandbox
* Multiverse sword
* Announce systems
* Stuff and such
* TC con
* Airlock
* doppllllerrrrrr
* holopads
* Shut up byond you inconsistent fuck
* Sneaky fuck
* Burp
* Bip
* Fixnshit
* Port without regard
* askdlfjs;
* asdfjasoidojfi
* Protected globals and more
* SO MANY
* ajsimkvahsaoisd
* akfdsiaopwimfeoiwafaw
* gsdfigjosidjfgiosdg
* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!
* facerolll
* ASDFASDFASDF
* Removes the unused parts of dmm_suite
* WIP
* Fix quote
* asdfjauwfnkjs
* afwlunhskjfda
* asfjlaiwuefhaf
* SO CLOSE
* wwwweeeeeewwwww
* agdgmoewranwg
* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?
* Fix syntax errors
* 100 errors
* Another 100
* So many...
* Ugh
* More shit
* kilme
* Stuuuuuufffff
* ajrgmrlshio;djfa;sdkl
* jkbhkhjbmjvjmh
* soi soi soi
* butt
* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING
* lllllllllllllllllllllllllllllllllllllllllll
* afsdijfiawhnflnjhnwsdfs
* yugykihlugk,kj
* time to go
* STUFFF!!!
* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!
* ngoaijdjlfkamsdlkf
* Break time
* aufjsdklfalsjfi
* CONTROL KAY AND PRAY
* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* Goteem
* Fix testing mode
* This does not belong in this PR
* Convert it to a controller
* Eh, fuck this option
* Revert controllerization Ill do it some other time
* Fix
* Working controllerization
* FOR THE LOVE OF CHRIST PROTECT THE LOGS
* Protect admins and deadmins
* Use the inbuilt proc
🆑 coiax
bugfix: Blue circuit floors are now restored to their normal colour if
an AI doomsday device is disabled.
/🆑
Put a nuke tracker on SSmapping, because we need a tiny bit of state to
track this, in case you have two concurrent things running.
Fixes issue with area power alerts, related to many space ruins using the same area and thus having multiple apcs in the same area with some wanting the area to be powered and some unpowered, leading to the area's power state constantly switching (area/procpoweralert() becoming the second most costly proc on the profile).
I fixed it by giving to many space ruins their own area (mostly those who have an APC).
Making a global list var "teleportbeacons" so we don't have to use "in world" to fing all tracking beacons used by teleporters.
* goals initial
* Revamps Meteor Shield
Minor UI touchups.
Fixes DNA Vault completion check.
* Allows admins to varedit goal completion.
Does not clear dna probe on upload.
* Missed icons and template.
* Spelling, proper attackby returns
* Meteor shield emag effect only works when it's active.
* Admin panel for station goals.
* Some visual feedback and spans.
* Announcement now shows the goal name.
* Fixes
* Fixes and adminlog
* Tgui build
* Moves the information to intercept report except for admin spawned ones.