Commit Graph

975 Commits

Author SHA1 Message Date
SkyratBot
b926833246 [MIRROR] Allows turbine parts to be made at off-station protolathes [MDB IGNORE] (#21450)
* Allows turbine parts to be made at off-station protolathes (#75651)

## About The Pull Request
smacks a ` | AWAY_LATHE` on the end of the turbine parts `build_type`
edit: Fixes https://github.com/tgstation/tgstation/issues/74078 - thanks
to SyncIt21 for pointing that out. made this pr after finding out I
couldn't print the parts myself, wasn't aware there was an open issue
for it
## Why It's Good For The Game
The circuit boards for the turbine could be printed at ancient circuit
imprinters, but the actual parts needed for the turbine itself couldn't
be printed at the ancient protolathes. I assume this was an oversight
since there's not really any reason why off-station roles shouldn't be
able to make a functional turbine.
## Changelog
🆑 Treach
fix: Turbine parts can now be printed at ancient protolathes.
/🆑

* Allows turbine parts to be made at off-station protolathes

---------

Co-authored-by: Treach <treachce@gmail.com>
2023-05-31 22:26:53 +12:00
SkyratBot
18498007a1 [MIRROR] removes all non-defined materials I found [MDB IGNORE] (#21456)
* removes all non-defined materials I found (#75659)

* removes all non-defined materials I found

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-05-27 10:34:32 -07:00
SkyratBot
f3d405da28 [MIRROR] Modular Shield Generators, Also Adds a new perimeter algorithm to _helpers/math_dm [MDB IGNORE] (#21426)
* Modular Shield Generators, Also Adds a new perimeter algorithm to _helpers/math_dm (#75328)

Disclaimer im mostly making this pr for the experience if anything.
Also anyone can replace the sprites if they want to I`m just making them
so itl be done, idk what a plasteel machine is supposed to look like.

The circuit boards to make these machines are unlocked by the advanced
power manipulation tech

The entire shield

- Has one big healthpool (base of 50)
- Has a configurable radius
- Takes damage from hot gas and emp
- Has regeneration (it gets nerfed by alot of things that I have to talk
about separately)
- When the shield is broken the generator must regenerate at 0.25x speed
before coming online again
- can be configured to either only generate a shield externally (in
space) or both internally and externally at the cost of half the regen
rate
- Regen rate is also reduced based on the ratio of the shield radius and
the max radius that the generator is capable of generating
- Alot more that im too tired to explain at the moment

The base stats of the shield (max health, regen rate, max radius) all
scale with the tier of parts used in the main generator.

4 other machines (3 are finished code-wise as of now) the charger (regen
rate), the relay (max radius) the well (max health) the node (allows for
more connections) can all be connected to the main generator to boost
its core stats based on their part tiers

In the future there is a possibility of specialization / modifications
to the forcefield at the cost to the core stats

* Modular Shield Generators, Also Adds a new perimeter algorithm to _helpers/math_dm

---------

Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com>
2023-05-25 23:13:30 +01:00
SkyratBot
5e9d2379bf [MIRROR] Stock Part Resprite [MDB IGNORE] (#21014)
* Stock Part Resprite

* wew

* alright

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:10:18 +01:00
SkyratBot
88e4c08a98 [MIRROR] New Medical job: The Coroner [MDB IGNORE] (#20963)
* New Medical job: The Coroner

* Fixes coroner (code-side) (#21005)

* Fixes coroner

* Update jobs.dm

* trailing newline

* wew

* VR Replacements

* w

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-08 03:44:11 +01:00
SkyratBot
c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00
SkyratBot
22f68874f4 [MIRROR] Service Borger Upri- Kitchen Upgrades [MDB IGNORE] (#20909)
* Service Borger Upri- Kitchen Upgrades

* Update robot_model.dm

---------

Co-authored-by: Dawnseer <126404225+Dawnseer@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-03 00:10:27 -07:00
SkyratBot
5d66a77c49 [MIRROR] Refactors Navigational Beacons [MDB IGNORE] (#20471)
* Refactors Navigational Beacons

* Update all_nodes.dm

---------

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:11:00 +01:00
SkyratBot
3a5a1d4058 [MIRROR] Imports and Contraband: Different! Cargo crates without locks! MEAT! [MDB IGNORE] (#20423)
* Imports and Contraband: Different! Cargo crates without locks! MEAT!

* helping make 20423 a little more mergeable (commits to a nonmaster branch) (#20434)

* regal condor my beloved

* damn ok

---------

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

* [merges to pr 20423, get this first] more nitpicks in regards to the imports pr (#20497)

missed mirror and a nitpick i forgot

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

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:03:30 +01:00
SkyratBot
ba88487b5c [MIRROR] Labels security equipment as being lethal, nonlethal, less-than-lethal or highly destructive. [MDB IGNORE] (#20487)
* Labels security equipment as being lethal, nonlethal, less-than-lethal or highly destructive.

* skyrat edits

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-04-11 20:07:06 -07:00
SkyratBot
6f3befe233 [MIRROR] Reagent soup / Soup rework / Stoves - A kitchen expansion [MDB IGNORE] (#20410)
* 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>
2023-04-08 13:30:41 -04:00
SkyratBot
ccb8a92cc9 [MIRROR] Updates paper biscuits and the paper cutter [MDB IGNORE] (#20312)
* Updates paper biscuits and the paper cutter (#74473)

## About The Pull Request

Well this started as a PR updating some of the spelling and grammar on
the biscuits... though spilled out a little into other aspects of the
relevant code.
There are a few things I've done here.

**Paper biscuits:**

- Updated spelling and grammar for paper biscuits. Confidental ->
confidential, that sort of thing.
- A little reorganisation and cleanup of the code itself.
- Preset slips are now generated on init on the parent from a var,
rather than each having its own init proc.
- Early returns, clearer vars, etc

**Paper Cutters**
Ended up doing more here, even though it wasn't the original reason I
started looking at this code.

- Added one (1) paper cutter blade to the paper cutters cargo crate.
Raised the price a little. This is just a reskinned hatchet, so I don't
think it's much of a balance concern.
- Clarifies and docs vars
- Cleans up refs on destroy
- Many `to_chat`s to `balloon_alert`s
- Removed single-letter vars
- Cancelled attack chains when trying to actually use the cutter. You
now pick it up either by having the blade secured and no paper inside,
or by dragging it into your hand.

## Changelog
🆑
spellcheck: Paper biscuits now have more proper spelling and grammar
qol: You now get one spare paper cutter blade in the paper cutter cargo
crate.
tweak: You now use right click to cut paper with a paper cutter
fix: You can now remove paper from a paper cutter if you change your
mind.
/🆑

---------

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

* Updates paper biscuits and the paper cutter

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-04 04:45:59 +01:00
SkyratBot
90e8f5f70f [MIRROR] "Biscuit" cards, and also now slip papers are actually paper! [MDB IGNORE] (#20240)
* "Biscuit" cards, and also now slip papers are actually paper! (#74329)

## About The Pull Request
**This is not a literal biscuit which you eat. "Biscuit" is just a
nickname of this kind of snap-cards.**
Slip paper is now actually paper, before that, it was just literally
nothing, an object which does nothing. Because of that, the paper cutter
was useless as well, as it turned normal paper into useless paper slips.
Because of this now paper cutters are placed at:

- Bridge
- HoP office
- Warden office
- Cargo

Also adds biscuit cards. If you have no idea what it is, it's a kind of
card placed around a piece of paper usually to conceal some document and
it can be opened by cracking it with a crunchy sound (that's why it's
named a biscuit). Those are usually only opened in certain situations or
emergencies (The most famous example is the US president's nuclear
biscuit, which contains nuclear codes)

There are 2 biscuits: Normal and Confidential.
Normal is a plain biscuit with nothing really special, can be coloured
if you want as it's white.

![image](https://user-images.githubusercontent.com/42353186/229195802-4ac5ad96-6083-47dc-9ccd-13d132f690bf.png)

The confidential biscuit is blue and has "NT" on it.

![image](https://user-images.githubusercontent.com/42353186/229195753-207d64f1-1f17-418e-a01a-8bfa2c4abc51.png)

There is a not-sealed biscuit you can print in autolathe, it starts open
so you can put paper in and seal later making it a normal crackable one.

Now spare ID safe code automatically spawns in a confidential biscuit in
a new paper slip subtype - corporate slip paper. It's a plastic card
which is sturdier than the normal paper clip.

![image](https://user-images.githubusercontent.com/42353186/229195696-07075f78-c736-43a9-bd14-5cf9ca36ddc9.png)

You can also create the corporate paper slip paper using - normal paper
slip, plastic, and captain rubber stamp (making this paper having a rare
status)

![image](https://user-images.githubusercontent.com/42353186/229195599-75807483-02f9-44cb-ae24-d3388b509ccd.png)

![image](https://user-images.githubusercontent.com/42353186/229195610-5a264ed4-8b04-4452-9032-5755e2419423.png)

## Why It's Good For The Game
Paper slips being not paper is stupid and has no point in being that
way. This also made the paper cutter useless; hence, it was never placed
on any map (and never used).
This PR makes it paper, so it's usable when crew members need a paper
slip instead of a full-size sheet.

Placing paper cutters around the station makes it so the crew can
produce paper slips when they need them, this also gives it finally a
use and place on the station.

The 'biscuits' are cool and give more flavour to the spare ID safe
codes, as well as to other documents people might put in future PRs.
This also makes those paranoid captains which are scared of their spare
ID safe code being stolen and read can sleep tight, as now if someone
opens it up it's really obvious. Now also you can really make sure if
that head is lying about "not touching the spare ID", _but not as anyone
cares really._

**Okay, it's draft for now just so I can add some new things, and fix
the dupe bug:**

- [x] Being able to fax the paper biscuits
- [x] Make it impossible to cut paper slips into paper slips
- [x] Make corporate paper slips craftable or printable
- [x] Make confidential biscuits craftable or printable
- [x] Make paper cutters orderable at the cargo

_CRUNCH_
## Changelog
🆑 DrDiasyl aka DrTuxedo#0931
add: Added 'biscuit' cards! They can contain documents and can only be
accessed by cracking them open, you can't close them back. Nanotrasen
now stores spare ID safe codes in them.
add: Placed paper cutters around the station. They're in Bridge, HoP
office, Warden office, and Cargo.
add: Now you can order paper cutters at cargo.
fix: Now the paper slip is actually paper.
imageadd: The paper slips sprite was slightly tweaked to have text lay
more logically, added the corporate paper slip.
/🆑

---------

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

* "Biscuit" cards, and also now slip papers are actually paper!

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 21:19:17 +01:00
SkyratBot
9faf2a16ec [MIRROR] Removes bepis Techweb and reworks tech disks in general [MDB IGNORE] (#20102)
* Removes bepis Techweb and reworks tech disks in general

* e

Co-Authored-By: san7890 <the@san7890.com>

* e

* it will be done

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-03-29 22:19:32 +01:00
SkyratBot
9cee37f70d [MIRROR] [NO GBP]Bolter wrench's design is correctly at advanced engineering now. [MDB IGNORE] (#19843)
* [NO GBP]Bolter wrench's design is correctly at advanced engineering now.

* bolter wrench

* Update tool_designs.dm

* Update tool_designs.dm

---------

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-19 01:21:03 -07:00
SkyratBot
7ad441e407 [MIRROR] More stuff to construct & destroy [MDB IGNORE] (#19903)
* More stuff to construct & destroy (#73942)

## About The Pull Request
**1. Suit Storage Units**
- What about them?

1. You can print "suit storage unit" circuit boards from engineering &
science circuit printer's after research to make more suit storage
units, now since they behave like regular constructable machines you can
deconstruct them via screwdriver & crowbar.
   2.  You can upgrade its capacitor to get faster charging speeds

- Why its good for the game?
   1. You can rebuild these in the event they get destroyed
   2. Better tier capacitors = faster charging speeds
3. More storage units = More places to decontaminate your equipment +
Recharge more mod suits made in robotics
4. If you decide to leave the game or your done using a mod suit e.g. a
mining mod suit rather than keeping it to yourself or throwing it away,
just build a suit storage unit and hang it there so other players can
use it i.e., sharing is caring.

**2. Freezer Cabinet**
- What about them?
 1. They are now craftable

![Screenshot
(133)](https://user-images.githubusercontent.com/110812394/224561037-5461be22-e651-4d72-8afc-f797bb7d8a47.png)

  3. You can deconstruct them with a welding tool.

- Why its good for the game?
  1. You can now make more of them if they get stolen/destroyed
  2. More places to store food, dead bodies, whatever

**3. Flood Lights**
- What about them?
They can now be fully deconstructed in the exact opposite sequence you
constructed them.
  - First use screwdriver to open its panel
  - Then use empty hand to remove light
  - Then use screwdriver to unscrew the wiring from frame
  - Use wire cutter to remove wiring completely
  - Finally use wrench to completely deconstruct frame

- Why it's good for the game?
Reclaim used material to build flood light else where . Also much more
clean than what the wiki is suggesting.

![Screenshot
(134)](https://user-images.githubusercontent.com/110812394/224561553-f44a97f3-ac70-49e7-892f-1a05e2323ecb.png)

  ## Changelog
🆑
add: suit storage unit circuit boards to engineering & science
department circuit printers.
add: freezer cabinet as a craftable & destructible item.
qol: flood light can now be deconstructed rather than destroyed/thrown
away.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>

* More stuff to construct & destroy

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-03-16 18:41:12 -04:00
Gandalf
999e96cb2f [MIRROR] Improved engineering tools patch 2: Bolter Wrench (#72445) (#19875)
Improved engineering tools patch 2: Bolter Wrench (#72445)

This adds a new wrench that can be printed after Advanced Engineering is
researched or as a rare mail gift for engineers.

The Bolter Wrench is medium sized (fits on toolbelts and bags but not on
boxes) and can grab into the bolting system of airlocks, raising it's
bolts after a 5 second `do_after`, even if the airlock has no power or
the wires are cut, as long as you can access the inner wires. (Won't
work if the panel is closed or has it's wires reinforced.)

Codersprite blatantly inspired by Iconoclast's wrench and looks like
this:

![bolting](https://user-images.githubusercontent.com/55374212/210415159-dbac7990-46bb-4d42-9061-dd0278905937.png)

![Iconoclasts](https://user-images.githubusercontent.com/55374212/210415375-80070c25-91f9-40bb-aa62-889fc8f0b206.gif)

Right now, the only way to fix a powerless bolted down airlock is by
fixing the power first, this becomes an issue if the APC is behind the
airlock.
If that is the case, the only way in is to break through walls/windows
or destroy the airlock if you can, both add more things you need to
repair, making reconstruction times longer and longer...

Or you use an RCD to delete the airlock in 5 seconds, while faster than
the above method still is another thing to the repair list...

Repairing damaged and bolted down airlocks is such a hassle that
doormag'd airlocks bypass the default deconstruction system and just let
you deconstruct them directly without the steps of unbolting and
welding, something that could be removed with this tool but I won't
defend the pros and cons of it now.

Reconstruction is slow and cumbersome without an RCD. (And even with
one...)
I've been trying to make it smoother without using RCDs or a future RAT
on previous PRs and future ones to come, this tool is part of those
plans.
🆑 Guillaume Prata
add: Bolter Wrench as a new tool, it can raise the bolts of airlocks
regardless of it's power status to smoother station repairs. It can be
printed and is unlocked on the same tier as RCD. It can also rarely be a
mail gift for engineers.
/🆑

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
2023-03-15 01:02:26 +00:00
Gandalf
3d461fc097 [MANUAL MIRROR] [MIRROR] Rapid Wiring Device(RWD) (#72802) (#19758)
Rapid Wiring Device(RWD) (#72802)

Just a big roll of cable(7 stacks worth of cable) you carry around it
has the following features
1. Dual wield it and just walk across plating to lay new cable. Make
sure you wear insulated gloves
2. If you just have it in one of your hands it can pick up any stray
cable pieces lying around
3. Right click on it to dispense a custom amount of cable
4. Refill with cable
5. Alt click to change cable layer
6. Available in autolathe & engineering protolathe round start

https://user-images.githubusercontent.com/110812394/213224959-f393e849-2e0a-4314-ab0e-c10924cf8fce.mp4

1. Clean up cable pieces bitten by rats and lay fresh cable in
maintenance very quickly.
2. For big construction projects. Carrying one big roll of 7 stacks of
cable is much more storage efficient than carrying 7 separate stacks
individually.
3. For wiring Solars very quickly

Also, I'm pretty sure something like this exists in real life so why
not. It's just the rapid pipe cleaner but for cables.

🆑
add: Rapid wiring device
imageadd: Sprite for RWD
/🆑

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-03-10 07:27:13 +00:00
SkyratBot
4e56079d86 [MIRROR] Do not alert admins when an inert BoH is made [MDB IGNORE] (#19176)
* Do not alert admins when an inert BoH is made (#73185)

## About The Pull Request
Removes the `dangerous_construction` variable that was only used by the
BoH, as well as the admin message sent when an inert BoH was printed.

## Why It's Good For The Game
Since the bag of holding changes, admins don't need to know when an
inert BoH is printed.

## Changelog

🆑 Tattle
admin: Admins are no longer alerted when an inert BoH is printed
/🆑

---------

Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Do not alert admins when an inert BoH is made

* Update bluespace_design.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-02-05 12:48:58 +00:00
OrionTheFox
dab6937942 [MANUAL MIRROR] Crafting light switches, request consoles, telescreens, and ticket machines (#19111)
Crafting light switches, request consoles, telescreens, and ticket machines (#72859)

## About The Pull Request
Breaking down #72371 because it's... unreasonably large.
So this PR adds recipes for light switches, request consoles,
telescreens, and ticket machines. Ticket machine frame by Kryson.

You can't print all of the telescreens, like the head of staff ones, but
the general department ones can be printed in their respective
departments.

## Why It's Good For The Game
Wallening compliance, and more of me on my shit breaking down long
files.

## Changelog
🆑 Tattle, Kryson
qol: light switches, request consoles, telescreens, and ticket machines
can now all be printed from lathes
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
2023-02-02 16:22:12 +00:00
SkyratBot
e964d26445 [MIRROR] Clarifies that TRAC bullets are not teleporter compatible [MDB IGNORE] (#19116)
* Clarifies that TRAC bullets are not teleporter compatible (#73141)

## About The Pull Request

The detective's TRAC bullets embeds tracking implants into people. This
implants works similarly to the injectable tracking implant, such as
with the Prisoner Console or the Bluespace Locator. However, it has
`allow_teleport` set to false, preventing it from being used on the
teleporter. This has not been communicated in game, unless if you take
out the implant from whoever you shot, and stuck it inside the implanter
pad to read its in detail description.

This PR updates the ammo box and the design datum's description, to make
this clearer.

## Why It's Good For The Game

Closes #73121 , if a future detective examines the box, they will know
not to walk into the teleporter room to set up an ambush.

## Changelog

🆑
spellcheck: Clarifies that TRAC bullets are not teleporter compatible
/🆑

* Clarifies that TRAC bullets are not teleporter compatible

---------

Co-authored-by: Profakos <profakos@gmail.com>
2023-02-02 16:14:00 +00:00
SkyratBot
ce40d90888 [MIRROR] Add clown firing pin to techweb [MDB IGNORE] (#19013)
Add clown firing pin to techweb (#72930)

## About The Pull Request
This adds the clown firing pin to the `Clown Technology` node.

## Why It's Good For The Game

Clown technode should have all the funny clown items. The firing pin is
something you get from cargo, but I think it's okay to have it as a
techweb item since it requires `bananium` which is one of the rarest
ores in the game.

## Changelog
🆑
qol: Add clown firing pin to techweb
/🆑

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-01-31 02:14:38 +00:00
SkyratBot
b652076529 [MIRROR] Add mining scanners to techweb [MDB IGNORE] (#19010)
Add mining scanners to techweb (#72931)

## About The Pull Request
This adds basic mining scanners to the `Mining Technology` node

## Why It's Good For The Game

A mining scanner is a basic tool, much like mesons or a bag.

It should be available to any person who wishes to mine for ore. There
are a limited number of them on the station that can run out and this is
a good way to encourage more people to mine since it's apart of the
basic kit.

## Changelog
🆑
qol: Add mining scanners to techweb
/🆑

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-01-31 02:13:55 +00:00
SkyratBot
7f87f5067d [MIRROR] Adds the universal scanner to lathes [MDB IGNORE] (#19044)
Adds the universal scanner to lathes (#73006)

## About The Pull Request
Adds the basic tool back to autolathes and cargo protolathe
This was in the game before #70314 so I think it's a fix more than an
addition, but whatever
## Why It's Good For The Game
Sometimes I like to sell things from custom vendors and I don't want to
have to hunt down a roundstart cargonian just to get a price tagger.
## Changelog
🆑
add: You can print universal scanners (export scanners, price taggers,
sales taggers) from the lathe again
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2023-01-31 02:11:18 +00:00
SkyratBot
3a2dc61acb [MIRROR] Add advanced fire extinguisher to techweb [MDB IGNORE] (#19011)
Add advanced fire extinguisher to techweb (#72933)

## About The Pull Request
This adds the advanced fire extinguisher to the `Experimental Tools`
node.

## Why It's Good For The Game

There are several advanced engineering tools in this node. This is an
item that is considered a better version of a regular fire extinguisher
for atmos techs. It makes sense to put this with the other upgraded
tools in techweb, since ya know, it's technically an advanced version.
It does spawn empty, so it needs to be refilled with a foam tank
dispenser.

## Changelog
🆑
qol: Add advanced fire extinguisher to techweb
/🆑

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-01-29 02:13:15 +00:00
SkyratBot
406b6870bd [MIRROR] adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths [MDB IGNORE] (#18785)
* adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)

repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

![image](https://user-images.githubusercontent.com/23585223/212542599-c004d0e4-c141-40b4-a1bb-c838f9893c4b.png)
fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick

im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp

🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑

* Makes shit compile

* Updates the digi and snouted stuff to match the new sprites (thanks Halcyon!)

* Fixes a whole ton more issues that popped up

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-01-27 12:15:17 -05:00
SkyratBot
1d222a8cb1 [MIRROR] Add shovel to cargo lathe [MDB IGNORE] (#18961)
Add shovel to cargo lathe (#72937)

## About The Pull Request
This adds the shovel to the cargo lathe. It can now be printed from
autolathe, service lathe, or cargo lathe.

## Why It's Good For The Game
The shovel is a basic mining item that spawns in a few places. Mainly it
spawns in mining areas, but it also spawns in some gardens. It would be
a good idea to add it to the cargo lathe for consistency.

## Changelog
🆑
qol: Add shovel to cargo lathe
/🆑

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-01-26 16:44:43 -05:00
SkyratBot
3954fd1a94 [MIRROR] Adds the 2 new components to the techweb [MDB IGNORE] (#18953)
Adds the 2 new components to the techweb (#72910)

## About The Pull Request

Adds the 2 new components I made in my prior PR to the basic circuit
research

also fix an issue with associative pick list

## Why It's Good For The Game

 Being able to print them would be usefull

Reason I didn't notice was properly since I ran on debug station and it
never crossed my mind that they where research thingy

## Changelog
🆑
fix: You can print the new list pick and associative list pick
components
fix: Associative list pick works as intended now
/🆑

Co-authored-by: Autisem <36102060+Autisem@users.noreply.github.com>
2023-01-26 14:29:38 -05:00
Zergspower
1c5549831e The great Unfuckening of all the tech/mechfab categories (#18673)
* Finally Sanity

* Update robot_items.dm

* leftover

* multi-cell oops

* tweak

* suggested

* Match upstream Research category for integrations sake

* Revert "Match upstream Research category for integrations sake"

This reverts commit 5ad819888368c07ee992bc9facf36872a12041fb.

* Fixes Newlines
2023-01-21 16:41:45 -05:00
SkyratBot
fbfe9150c5 [MIRROR] Categorizes uncategorized items in techweb, also recategorizes others for sanity reasons [MDB IGNORE] (#18822)
* Categorizes uncategorized items in techweb, also recategorizes others for sanity reasons (#72689)

## About The Pull Request

Mostly did this for my own sanity in trying to find stuff that's mixed
together in a blob of a subcategory (or completely not in one like the
grinder). This primarily affected the Cybernetics and implants as a
whole but touches some engineering stuff as well. I sort of
universalized the code to make it easier to visually adjust things - i
didnt touch existing stuff that i didnt need too however but if we want
that i can do that.

![image](https://user-images.githubusercontent.com/22140677/212407788-8629e9ba-6d05-43a8-a1d5-bceeada99bd1.png)


If you see any verbiage changes/category changes or want more broken
down (Security and Engineering have some i think that could be broken
apart i just couldnt think of the best way) let me know

## Why It's Good For The Game

Making things uniform across the board in appearance makes it easier for
people to find things, Now finding the organ you want will quickly show
the most advanced one you have for example.

<details>
<Summary>Some Screenshots of the new look</Summary>

Cyber Organs are now tiered based on their coding (Ears are oddly named
and i was thinking of fixing it to match but wanted input there)

![image](https://user-images.githubusercontent.com/22140677/212407076-e0b70fde-c036-4785-bd8e-db6b51d0912e.png)

The grinder now doesnt float in no-mans land at the top of protolathes

![image](https://user-images.githubusercontent.com/22140677/212407146-84dece64-b888-4f0f-b61e-e068adf0a9d9.png)

Electronics and Construction assemblies are segregated

![image](https://user-images.githubusercontent.com/22140677/212407278-03065101-29a0-4e37-a4b2-0d9d018e75e0.png)

Gas filters are no longer gas tanks and are just equipment now

![image](https://user-images.githubusercontent.com/22140677/212407165-04c529be-1f2a-487c-966f-83e7e30c56b5.png)
</details>

## Changelog
:cl:Zergspower
qol: Protolathes and the like had their printable items categorized
further
fix: fixes a few uncategorized items in protolathes and the like
refactor: Cleaner techweb code with more categories to break apart
individual printable items at proto/mech fabs
/🆑

* Updates the category define usages on our modular medical designs files

Co-authored-by: Zergspower <Griffinj88@yahoo.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-01-19 16:10:19 -05:00
SkyratBot
141234f0ad [MIRROR] Split the large autolathe design file [MDB IGNORE] (#18555)
* Split the large autolathe design file

* Delete Autolathe_designs.dm

* Calibre Rename from Autolathe

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-19 10:54:56 +13:00
SkyratBot
27492ff60d [MIRROR] Autounlock techwebs are shared between machines that use them. [MDB IGNORE] (#18734)
* Autounlock techwebs are shared between machines that use them. (#72515)

## About The Pull Request

Did you know that for every Autolathe, Limbgrower, Biogenerator, ORM,
and Smelter that was built, an entire new techweb was made? The average
round has 2 ORMs (smelters count) if not more from ORM deconstruction
objective, 2 biogenerators, several autolathes and generally 0-1
limbgrower, I think there's more techwebs being created than we need.

Creating a whole techweb was a pretty terrible way to optimize this, so
I made a global list that stores these techwebs. Created on demand,
these autounlocking techwebs now share between the machines that use
them. It also generate all hacked nodes which will be visible if the
machine is hacked, instead of 'researching' them for each hacked
individual machine.

The 'specialized' techweb subtype was removed because its sole purpose
was to allow autounlocking to be a subtype of it. Now autounlocking is
just the direct subtype. I also removed mechfab autounlocking type
because it wasn't used, mechfabs use techwebs directly.

Autolathes and Limbgrowers now locally store 'imported designs' which
are things uploaded from technology disks. Outside of this, the
autounlocking techweb subtype now stores 'hacked designs' which unlocks
when the machine is emagged.
While doing this, I saw ORMs and Biogenerators had disks you can insert
into them, but I did not find anything that can actually be uploaded to
them (I saw Alien Alloys as a possibility, but there's no such disk to
allow uploading this alloy to the machine, and I didn't think an entire
system for 1 single alloy was worth keeping around), so I removed this
unused feature from both machines.

I merged 'Hacked' and 'Emagged' categories because they served the same
purpose, 'hacked' being on hacked autolathes and 'emagged' being on
hacked (emagged) limbgrowers.

Tech disk techwebs (which is created every time a disk is made, however
I hope to change this in the future) into it's own subtype, so admins
understand where its from when looking in VV panel (because I was
confused when I saw them at first).

``autolathe_crafted`` proc was removed because it was entirely unused
too.

Now it looks like this, which I consider an improvement:

![image](https://user-images.githubusercontent.com/53777086/211052875-9215a84d-fb04-450b-a120-4d0316cec6ff.png)

## Why It's Good For The Game

We no longer initialize a brand new techweb for no reason whatsoever.
Each techweb made is making entire lists of experiments and research
papers, all of which is never to be seen in-game and is completely
useless to the player. Cutting down on these techwebs is a good first
step to this needless initializing.

## Changelog

🆑
qol: Removed the tech disk part of the ORM's UI as it was entirely
unused, now it's a little more compact with less scrolling needed.
refactor: Autolathes, Limb growers, Biogenerators, ORMs and Smelters now
share techwebs with other machines of their types, rather than all make
new techwebs each time. This means they only build their nodes once,
including hacked ones. Instead of researching nodes on hacking the
machine, they now show hacked ones depending on if it's hacked.
/🆑

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* Autounlock techwebs are shared between machines that use them.

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
2023-01-14 18:54:19 -08:00
SkyratBot
090174da7a [MIRROR] Biogen shows default reagent container icons instead of beakers [MDB IGNORE] (#18503)
* Biogen shows default reagent container icons instead of beakers (#72247)

## About The Pull Request

With the new crafting menu some reagents now have default container
assigned.
I applied these to visualize reagents in biogen UI too.

<img alt="060ybChTkI"
src="https://user-images.githubusercontent.com/3625094/209483256-e4159a05-46ae-47b8-bc42-9d003cf6c303.png">

## Why It's Good For The Game

Better representation of a reagent.

## Changelog

🆑
qol: Biogenerator shows default reagent containers instead of beakers
/🆑

* Biogen shows default reagent container icons instead of beakers

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-13 16:18:14 -08:00
SkyratBot
a3d2bc53ae [MIRROR] RTD Rapid Tiling Device [MDB IGNORE] (#18546)
* RTD Rapid Tiling Device

* Update tool_designs.dm

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-12 22:15:08 +00:00
SkyratBot
00ecd5c250 [MIRROR] Removes the accounting console board from the sec lathe and moves it to the service lathe [MDB IGNORE] (#18582)
* Removes the accounting console board from the sec lathe and moves it to the service lathe (#72276)

## About The Pull Request
Removes the design for the accounting console circuit board. There is
now a replacement circuit board in the HoP locker.

This PR is mainly meant to address a downstream issue, but I figure I
should make the PR up here first.
## Why It's Good For The Game
It's the HoPs job to monitor and handle the accounting console, not
security's. This will encourage security to co-operate and talk with the
HoP if they need to monitor purchases.
## Changelog
🆑
balance: Moved the account console board to the service lathe
/🆑

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Removes the accounting console board from the sec lathe and moves it to the service lathe

Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
2023-01-07 22:34:39 -08:00
SkyratBot
54c454a66c [MIRROR] lathes now print empty welders and extinguishers [MDB IGNORE] (#18137)
* lathes now print empty welders and extinguishers

* Update weldingtool.dm

* Update weldingtool.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-12-14 22:42:05 -08:00
SkyratBot
2b800b9a23 [MIRROR] Removes tablets (not PDAs) entirely. [MDB IGNORE] (#17880)
* Removes tablets (not PDAs) entirely.

* contractor changes

* map changes

* Update assistant.dm

* conflicts

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-07 01:07:02 +00:00
Paxilmaniac
b8e1b526d8 Undoes the disaster that is having two different 9mm and 10mm rounds when you can achieve the same exact thing with a single var on the gun (#17819)
* noooo more 9mm peacekeeper

* 10mm too

* advanced this advanced that

* advanced ammo boxes still curse me from the grave

* I HATE BLACK MESA!!!!!!!!

* de-autos the 10mm
2022-12-03 14:45:04 -08:00
SkyratBot
3a713d0157 [MIRROR] Mech camera [MDB IGNORE] (#17832)
* Mech camera

* conflicts

* extra hud icons

Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-12-03 14:26:59 -08:00
SkyratBot
6756631e75 [MIRROR] The Mining vendor now works like the Chef produce console (has to go through Cargo) [MDB IGNORE] (#17852) 2022-12-01 14:34:56 -08:00
OrionTheFox
b09a67f33b Modular Suit Sorting A: Labcoats (#17763)
* Labcoats

* more labcoat

* my brother harassed me to fix the gowns lmao

* im a dumbass also sort stuff and actually add emissives

* damn you interdyne
2022-12-01 16:57:06 -05:00
SkyratBot
cf4a194e86 [MIRROR] Biogen Refactor and Code Cleanup, Faster Biomass Conversion and No More Biomass Cap! [MDB IGNORE] (#17828)
* Biogen Refactor and Code Cleanup, Faster Biomass Conversion and No More Biomass Cap! (#71563)

## About The Pull Request
So, I looked at the Biogenerator code and there was just, _so_ much old
and undocumented code, that I just spazzed out and started documenting
and refactoring everything. There's now a lot less usage of contents
lookups and for loops, and _almost_ everything is documented, now, too.

As for the changes, as you can see in the title, I made biomass
conversion faster. How much faster, you ask? 5 times faster with default
parts, up to 20 times faster with the best parts. It was painfully slow,
and that's not fun for anyone.

I also lifted the biomass cap. It wasn't useful, it wasn't fun, and
Melbert didn't really agree with it either. However, I enjoyed the look
of the biomass going up, so I gave it a max visual amount of 5000, so
you get to see it gradually filling up as you put your first 5000
biomass in. After that, you do you, chief. Watch the funny numbers go up
all you want.

I also improved the maths so that it wasn't just rounding stuff
constantly, and also gave a little bit more insight on how much biomass
everything would cost you, down to two decimals. If there's no decimals,
it won't show them, however.

<details>
<summary>Here's what that looks like now:</summary>
That's one screenshot per different decimal places, there's no trailing
zeros because I think we can all universally agree that those look bad
in this kind of setting.

![image](https://user-images.githubusercontent.com/58045821/204120744-a8c398dc-7c19-4ee0-a8cb-5615f1dce1ea.png)

![image](https://user-images.githubusercontent.com/58045821/204120749-90aae203-bdb8-4322-a657-bb4fd313d808.png)

![image](https://user-images.githubusercontent.com/58045821/204120755-8bed494d-0d70-4b4a-afa2-413610089f6d.png)

</details>

There's now also more information displayed when you examine the biogen,
namely, how many items it has stored, and how many it can hold. I also
fixed the formatting a bit, so it looks ever so slightly cleaner.

Other than that, I just improved the code everywhere I saw it to be
fitting, there shouldn't be any single-letter variables in there
anymore, and the code should be more spaced out. Honestly, at this
point, I wrote most of this code six hours ago so I don't remember all
of it, and I'm too lazy to go through and check what I've changed again.
Diff and changelog are there for that.

## Why It's Good For The Game
So, I'll be honest, there were two big reasons that motivated me to do
this. First of all, the biomass cap. That was a little silly, anyone
that has spent more than one shift in Hydroponics knows that you usually
only put Watermelons in the biomass generator as they're usually the
thing that nets you the most biomass. Botanists will generally stock the
fridges first, and if they have a lot of excess, they'll put it in the
generator if they want, but that's rarely what was done. I've talked
with @ MrMelbert about it and he gave me the go-ahead, as can be seen
here:

![image](https://user-images.githubusercontent.com/58045821/204115174-fb2610c0-61c5-44e1-845e-cc6925ee33e6.png)

The other reason was the excruciatingly slow processing speed, which
I've fixed. So we're good now. :)

## Changelog

🆑 GoldenAlpharex
refactor: Went through and refactored a lot of the old code of the
biogenerator, and made multiple improvements to its logic, which should
hopefully make it behave more consistently. Nearly all of it is now also
fully documented, so as to make it easier for anyone else that has to
sift through it in the future.
qol: The biogenerator now processes items five times faster, up to 20
times faster if properly upgraded!
qol: The biogenerator is no longer capped on biomass. Its visuals will
change up until 5000 biomass, but you're free to go as high as you'd
like with it! Sky's the limit!
fix: Fixed the logic of the biogenerator that would make it so the
amount of biomass used for recipes was wildly inconsistent. Now, there's
no more back-end rounding up, it's all on the front end when it needs to
be, so there's no loss or gain of biomass when there shouldn't be.
spellcheck: Fixed a capitalization issue with the seaweed sheets in the
biogenerator recipes.
spellcheck: Fixed multiple inconsistencies between the messages sent to
your chat by the biogenerator.
/🆑

* Biogen Refactor and Code Cleanup, Faster Biomass Conversion and No More Biomass Cap!

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-11-29 19:38:41 -05:00
SkyratBot
24ae11ad6f [MIRROR] Adds a reagent injector component and BCI manipulators to all circuit labs [MDB IGNORE] (#17617)
* Adds a reagent injector component and BCI manipulators to all circuit labs (#71236)

<!-- 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

This PR adds a reagent injector component that's exclusive to BCIs.
(Requested to be integrated into BCIs by Mothblocks.)
When outside of a circuit, the component itself stores the reagents.
However, if it's inside of a BCI, the storage is moved to the BCI. The
storage can contain up to 15u of reagents and acts like an open
container. (However, it won't spill even if you throw it, it just acts
like an open container code-wise, don't worry about it.)
You can only have one reagent injector in a circuit. Trying to insert
multiple will give you an error message.
The entire dose is administered at once. (Requirement set by
Mothblocks.)

Please don't try to dispute any of the specific limitations in the
comments as they're out of my control. They're reasonable anyways.

Reagent Injector Input/Output:
Inject (Input Signal) - Administers all reagents currently stored inside
of the BCI into the user.
Injected (Output Signal) - Triggered when reagents are injected. Not
triggered if the reagent storage is empty.

New BCI Input:
Show Charge Meter (Number) - Toggles showing the charge meter action.
(Adds some capacity for stealth.)

Install Detector Outputs: (Added following a comment about having to use
weird workarounds for proper loops.)
Current State (Number) - Outputs 1 if the BCI is implanted and 0 if it's
not.
Installed (Signal) - Triggered when the BCI is implanted into it's user.
Removed (Signal) - Triggered when the BCI is removed from it's user.

This PR also adds BCI manipulation chambers to all currently present
circuit labs. (Solution proposed by Mothblocks.)
Yes I had to do some other mapping changes to allow for this. No I don't
have any mapping experience, why do you ask?

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

One small step for BCIs, one giant leap for circuit kind. (First
"proper" circuit to human interaction in the entire game!)

This allows for some funky stuff and also makes it less of a pain in the
ass to use BCIs. What's not to love?

<!-- 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. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Added a reagent injector component and BCI manipulators to all
circuit labs. (+ install detector component)
/🆑

<!-- 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. -->

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Adds a reagent injector component and BCI manipulators to all circuit labs

Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2022-11-23 04:53:03 -05:00
SkyratBot
9309dd53c0 [MIRROR] Biogenerator tweaks, leather makes more belts and clothing [MDB IGNORE] (#17651)
* Biogenerator tweaks, leather makes more belts and clothing

* merge conflicts

* medbando is a leather recipes like the others, updated meat product biogen design

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-11-22 14:15:35 -05:00
SkyratBot
e75eeca48d [MIRROR] Coffee Shop DLC - done right this time edition [MDB IGNORE] (#17622)
* Coffee Shop DLC - done right this time edition (#70991)

## About The Pull Request

this is a re-attempt at PR #70725 that was practically ready but was
ruined in the course of my hardships with git. Mistakes were made.

In this re-edition I also addressed a few suggestions from the comments
of the original pr. There is a shaker added in the meta station cafe and
the pill bottle is moved out of sight to the fridge (I still left it
cause it contained antidepressants for the especially overworked NT
employees). Additionally, the naming of `/cup/glass/coffee` has been
handled differently this time to minimize the need of changing the code
in multiple places.

Please refer to the original PR for all details concerning the content,
below I add just a rough line-out for the sake of coherency.

![image](https://user-images.githubusercontent.com/57324037/199326210-216e5687-c205-4252-aae3-d55232c1c352.png)

The content of the pr extends to:
- a new coffee bean driven coffeemaker
- syrup bottles
- a coffee condiment display box
- almost complete make-over of the meta station cafe
- adding the new coffeemaker in a few break rooms on delta and tram (2
machines per station)

## Why It's Good For The Game

Please refer to #70725

## Changelog
🆑
add: After a massive success of the Modello 3 series, Piccionaia Home
Appliances rolls out a completely new coffeemaker model and renovates
the meta station cafe for free in a promotional campaign!
add: Syrup bottles, condiment displays, and more, to make the spess
coffee experience even better
/🆑

Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@ gmail.com>

* Coffee Shop DLC - done right this time edition

Co-authored-by: disappointedButNotSuprised <57324037+disappointedButNotSuprised@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@ gmail.com>
2022-11-22 00:19:52 -05:00
SkyratBot
64be8f7adf [MIRROR] Removes ID computer parts (Removes computer hardware) [MDB IGNORE] (#17612)
* Removes ID computer parts (Removes computer hardware)

* Removes missed file

* oop

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-21 17:46:25 -05:00
SkyratBot
5afc46835b [MIRROR] Removes tablet cell parts [MDB IGNORE] (#17498)
* Removes tablet cell parts (#71078)

## About The Pull Request

Removes cell parts and cell part cells, now tablets directly stole a
power cell in them, and uses regular stock cells like every other
machine in the game. This also makes it less confusing because people
are more used to stock cells over computer cells. Because cells
generally hold more power than computer ones, I bumped up the active
power usage from 50 to 75.

## Why It's Good For The Game

We are nearly finished removing all parts, holy cr*p

## Changelog

🆑
balance: Tablets now use regular cells instead of computer cells.
balance: Tablets no longer need a power cell component to hold power
cells.
/🆑

* Removes tablet cell parts

* Feex

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-11-16 08:14:17 -08:00
SkyratBot
4b6c93f6b9 [MIRROR] Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits. [MDB IGNORE] (#17306)
* Easy's Super Omega  "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits.

* Removed all the conflicts, and started converting all the arms and legs to the proper typepaths

* Actually makes the game compile :)

* Makes the maps compile too!

* Early mirror of #71143 because it's more relevant to us

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-11-11 11:44:49 -05:00
SkyratBot
4863e1ec9a [MIRROR] Fix for the missing Exofab modules for mining borgs [MDB IGNORE] (#17304)
* Fix for the missing Exofab modules for mining borgs

* Update code/modules/research/techweb/all_nodes.dm

Co-authored-by: Zergspower <Griffinj88@yahoo.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-11-02 16:49:44 -04:00
SkyratBot
a447943c0e [MIRROR] Bluespace Light Replacer!! [MDB IGNORE] (#17293) 2022-10-31 18:44:56 -07:00