3994 Commits

Author SHA1 Message Date
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
Waterpig 4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
Ghom 10c2b7364e The fishening v3: Fishing lures. (#86007)
## About The Pull Request
Over half of the line changes are merely from splitting the
fish_types.dm into several files since it was over 1k lines already.

One of the small issues with fishing right now is RNG. You want to get
some specific fish, and you go through all the micromanaging with hooks,
reels and baits only for the random number god to say "nope", and that's
only going to get worse the more fish are in the game.

However, I've a solution: (unconsumable/reusable) fishing lures, each of
which attracts different fish based on different conditions. The only
caveat is that they require to be spun at set intervals (usually 1 to 3
seconds, depending on the lure, with a second-long window). Worry not,
there're visual cues in the form of a green/red light hovering the
fishing float, so you won't get screwed up by the server slowing down or
whatever.
The whole box of lures (12 so far) can be from cargo for the fair price
of 450 credits.

I've also added 5 new fish: monkfish, plaice, pike, another punnier
variant of the pike, perch and squid. The latter is quite special
because of the ink production trait, which lets players use it to blind
others at a close range and when butchered, it yields an ink sac, which
can be processed into a can of squid ink (one less item exclusive to the
produce console), or thrown at people in a sort-of-similar fashion of
banana cream pies (except it's ink).

<details>
  <summary>Images</summary>

Fishing lures (forgot to take my cursor off the veggie one before the
screenshot):

![immagine](https://github.com/user-attachments/assets/8ba7a0f2-2a9f-4177-9c0d-ebeabd8a0ef7)

The five new fish:

![immagine](https://github.com/user-attachments/assets/1c251079-3b39-48bb-af6c-0a35623953a7)

</details>

<details>
<summary>A table of fish catchable wth each lure (excluding
holodeck)</summary>


![table](https://github.com/user-attachments/assets/dee95855-405b-4945-bfc2-70e816e46109)

</details>

A few more things in the CL, baitfish are a thing now.

## Why It's Good For The Game
There should be ways to contrast some of the RNG fishing has. After all,
it's only going to get more random the more fish are in the game.
Furthermore, I find it disappointing that a lot of food stuff is
exclusive to the ingredients console and there're no other ways to get
it.

## Changelog

🆑
add: Added fishing lures to the game. They don't get used up like baits
and let you catch specific kinds of fish, though they need to be spun
every few seconds. The whole set can be ordered from cargo for 450
credits.
balance: The magnet hook now removes dud chances.
add: Added five new fish types: perch, two types of pike, monkfish,
plaice and squid. Squids have a fairly special ink production trait,
which lets you use them (unless dead) to ink people face at close range,
and can be butchered for an ink sac, which can either be processed into
canned squid ink, or thrown at someone.
fix: Refactored throwing a little. Some items (specifically
components/elements) won't be triggered when caught. no more plates
shattering despite being caught for example.
add: Goldfish, lavaloops, needlefish and armorfish can now be used as
baits.
/🆑
2024-09-06 19:50:28 -04:00
SkyratBot 07e3a0d32b [MIRROR] Makes it so that every shields can be shieldbashed, not just riot shields. Take Two (#29653)
Makes it so that every shields can be shieldbashed, not just riot shields. Take Two (#86039)

## About The Pull Request
This PR adds shieldbashing to every single shields, not just riotshields
specifically. Various different sounds is made depending on the type of
shield you shieldbash.

Also adds an energy shieldbash sound, for the e-shields. by editing the
shieldbash.ogg.
## Why It's Good For The Game
It always bugged me why you could only shieldbash using riot shields
specifically, even though there's really should be nothing stopping you
from being able to do it on every shield types. This PR makes it so that
the shieldbash feature is consistent across all shields, not just the
riot shield specifically. reducing snowflake code.
## Changelog
🆑
sound: adds sounds for energy shieldbashing
code: Shieldbashing feature is now consistent across all shield types
/🆑

---------

Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-09-06 10:56:53 +07:00
Singul0 3600f3c4ae Makes it so that every shields can be shieldbashed, not just riot shields. Take Two (#86039)
## About The Pull Request
This PR adds shieldbashing to every single shields, not just riotshields
specifically. Various different sounds is made depending on the type of
shield you shieldbash.

Also adds an energy shieldbash sound, for the e-shields. by editing the
shieldbash.ogg.
## Why It's Good For The Game
It always bugged me why you could only shieldbash using riot shields
specifically, even though there's really should be nothing stopping you
from being able to do it on every shield types. This PR makes it so that
the shieldbash feature is consistent across all shields, not just the
riot shield specifically. reducing snowflake code.
## Changelog
🆑
sound: adds sounds for energy shieldbashing
code: Shieldbashing feature is now consistent across all shield types
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-09-05 15:39:37 +02:00
SkyratBot 02566f0e5e [MIRROR] Fixes anomaly suicides and a grammar mishap in the suicide message (#29631)
Fixes anomaly suicides and a grammar mishap in the suicide message (#86272)

## About The Pull Request

This fixes anomaly suicides (which is among my favorite suicides, right
next to airtank and volumetric pump).

The issue was a runtime occurring because the anomaly-level suicide act
would expect a living mob to be passed, when `suicide_act()` passes a
mind instead.

This also includes a grammar fix. Now removing an extraneous "the" in
the anomaly suicide message.


![image](https://github.com/user-attachments/assets/de36e073-e50c-4779-a1c3-ec7f528f685d)
## Why It's Good For The Game

Closes #86062.

The Curse of Thanos has been broken...
## Changelog
🆑 Rhials
spellcheck: Anomaly suicides now use proper grammar.
fix: Anomaly suicides work again.
/🆑

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
2024-09-05 09:24:12 +07:00
r3dj4ck0424 99424053f6 [NO GBP] Re-adds the cytopro to the science areas (#86441)
## About The Pull Request

The Cytopro makes a grand return post-revert! Also renames the starting
petri dishes to "basic sample petri dish"

This noticeably does NOT fix the fact that the machine sells the wrong
sort of labcoat, so I strongly recommend merging #86122 immediately
following this PR.

## Why It's Good For The Game

Puts #85338 and #85996 back

## Changelog

🆑
add: The vendor of cytology equipment, the CytoPro, is once again
available in your local science department!
/🆑
2024-09-04 12:31:02 +02:00
Rhials fc46677819 Fixes anomaly suicides and a grammar mishap in the suicide message (#86272)
## About The Pull Request

This fixes anomaly suicides (which is among my favorite suicides, right
next to airtank and volumetric pump).

The issue was a runtime occurring because the anomaly-level suicide act
would expect a living mob to be passed, when `suicide_act()` passes a
mind instead.

This also includes a grammar fix. Now removing an extraneous "the" in
the anomaly suicide message.


![image](https://github.com/user-attachments/assets/de36e073-e50c-4779-a1c3-ec7f528f685d)
## Why It's Good For The Game

Closes #86062.

The Curse of Thanos has been broken...
## Changelog
🆑 Rhials
spellcheck: Anomaly suicides now use proper grammar.
fix: Anomaly suicides work again.
/🆑
2024-09-04 12:23:31 +02:00
tgstation-ci[bot] 9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
DrTuxedo 531486b995 Curator LIVE Journalism (#86046)
## About The Pull Request
The first Curator now spawns with a **Broadcast Camera**, a normal-sized
item that can be wielded to start a live broadcast to all entertainment
screens across the Station! It also broadcasts sound through a new
Entertainment radio channel that can be spoken into by the Curator. The
broadcast name can be changed by right-clicking the camera.
<details>


https://github.com/user-attachments/assets/cfe2a147-15b3-4a96-85e2-3082376a0e9a

</details>

Also adds a new clothing set to the Heroic Beacon of the Curator themed
around Journalists containing some unique clothing, a microphone, a
Press badge used for shoving into people's faces and crafting more
clothes (like Press armor and helmet), and also a set of 1 TV and 1
entertainment radio in-case station does not have places to watch
Curator's brilliant broadcasts.


![press_drip](https://github.com/user-attachments/assets/ea264e13-01b8-46c4-87cd-6b174bc5b470)
## Why It's Good For The Game
The job of Curator has 3 things it can do:

- Curate Library (lol)
- Explore Space
- **Create News!**

Although the Curator does have extended access to the Newscaster -
that's not enough of content. Inspired by the Combat Correspondent from
the Colonial Marines server - Curator now has a **Broadcast Camera**!
Using it they can show the station what the most important matters that
are going on without lifting the butts of their comfortable chairs.
No matter what Curator will report: Security raiding Medbay? Interviews
of Cargo Techs complaining about Command? Maybe even shows produced in a
studio? Anything really!

Also, entertainment screens will get more use, as right now they only
_sometimes_ broadcast Bitrunning avatars and nothing else unless admins
mess with them.
## Changelog
🆑 DrDiasyl aka DrTuxedo
add: Curator has received a new BROADCAST CAMERA which can broadcast the
surroundings LIVE on Entertainment Screens/ Alongside with some other
Journalism related gear in his Heroic Beacon
sound: Entertainment screens now play muffled speech when hearing a
message on Entertainment frequency
/🆑
2024-08-25 00:21:12 +02:00
Ghom c77c50ae3d Athletic Fishing Gloves and Fishing Module to fish without a fishing rod (#85415)
## About The Pull Request
This PR adds a pair of fishing gloves that let you fish and work out at
once, and also a MODsuit module that lets you use MOD gloves to do the
same thing (without the workout, an external fishing rod has to be
inserted first). In both cases, you can equip or unequip bait, hook and
line by using the fishing rod interface which you can open by
right-clicking the gloves. To get both of them, you've to perform the
first fish scanning experiment.

I had to refactor the profound fisher component a bit to do this.

## Why It's Good For The Game
Interweaving a few different features with fishing. Fishing and
Athletics are both skills, so I thought it'd be nice if it were a way to
take advantage of both, and level them up accordingly. Also fishing
gloves with maxxed out athletics can make fishing a lot noticeably
easier at higher difficulty.

## Changelog

🆑
add: Added Athletic Fishing Gloves and Fishing Glove Module to the
advanced fishing tech node. Both can be used to fish without having to
hold a fishing rod. The athletic fishing gloves will also train your
athletics skill.
/🆑
2024-08-23 21:29:09 +00:00
SkyratBot 4bbefe0679 [MIRROR] Add big manipulator. (#29500)
* Add big manipulator. (#84888)

## About The Pull Request
Sprites Update by ArcaneMusic:
![Снимок экрана 2024-07-24
081415](https://github.com/user-attachments/assets/db557ba1-c87e-4751-9cbe-55f543f7bdd3)
Video:
https://youtu.be/JoFvwwFzVvA
Text:
Big manipulator is a new machine crafting from circuit board which can
be created on engi/rnd/cargo/service techfabs.
Big manipulator performs a simple function of take and drop item. You
can unsecre it with wrench left click and rotate manipulator hand with
rigth wrench click.
Big manipulator speed depends on the tier of servo part inside it:
2/1.4/0.8/0.2 Seconds from 1/2/3/4 servo tier.

## Why It's Good For The Game

Provides more logistics mechanics for conveyor belt designs and other
cargo transportation.

## Changelog

🆑 by Xackii, sprites by ArcaneMusic
add: Added big manipulators.
/🆑

---------

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

* Add big manipulator.

---------

Co-authored-by: Xackii <120736708+Xackii@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
2024-08-22 11:29:44 +07:00
SkyratBot fc614f1701 [MIRROR] Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#29448)
* Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)

## About The Pull Request
I've refactored the FISH_SAFE_STORAGE trait into an element, mainly
because there were a few problems with how it worked: It wasn't stopping
hunger from raising, ditto with the breeding wait, and it offered no
healing whatsoever, which I find kind of a bummer. The new element will
keep the fish from getting any hungrier or ready to reproduce and will
heal them up to 65% of their base health.

Also, I've added a new bluespace fish case as a techweb design, found
along with other stuff in the advanced fishing node, though if you want
I can move it to a bluespace node. This should make it possible to
reasonably store and carry around larger fish.

Examining a fish will no longer give out readings on weight and size if
you haven't at least attempted fishing once (you can get to novice level
in less than a minute). While examining a fish with apprentice level or
higher will also give readings on the general conditions of the fish (is
it starving? drowning? has it lost a considerable chunk of health?). The
fishing skillchip also gives you these traits.

I've also converted two fish variables into traits, because fish have
waaaay too many variables. and gave some topdown shading to the
pre-existing fishbox sprite.

## Why It's Good For The Game

## Changelog

🆑
add: Added a bluespace fish case to the advanced fishing node.
balance: Fish cases will keep a fish from getting hungrier or ready to
reproduce, while also healing it up to 65% health.
balance: Examining a fish with zero fishing skill whatsoever won't give
a reading on its size and weight. Conversely, examining one with the
skill leveled two times will give general information on if it's
starving, sick, hungry, or dead.
/🆑

* Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-21 13:45:37 +07:00
Xackii b6b3fcaa19 Add big manipulator. (#84888)
## About The Pull Request
Sprites Update by ArcaneMusic:
![Снимок экрана 2024-07-24
081415](https://github.com/user-attachments/assets/db557ba1-c87e-4751-9cbe-55f543f7bdd3)
Video:
https://youtu.be/JoFvwwFzVvA
Text:
Big manipulator is a new machine crafting from circuit board which can
be created on engi/rnd/cargo/service techfabs.
Big manipulator performs a simple function of take and drop item. You
can unsecre it with wrench left click and rotate manipulator hand with
rigth wrench click.
Big manipulator speed depends on the tier of servo part inside it:
2/1.4/0.8/0.2 Seconds from 1/2/3/4 servo tier.

## Why It's Good For The Game

Provides more logistics mechanics for conveyor belt designs and other
cargo transportation.

## Changelog

🆑 by Xackii, sprites by ArcaneMusic
add: Added big manipulators.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-08-21 07:57:13 +02:00
John Willard 1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00
Ghom ff3b73dc82 Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)
## About The Pull Request
I've refactored the FISH_SAFE_STORAGE trait into an element, mainly
because there were a few problems with how it worked: It wasn't stopping
hunger from raising, ditto with the breeding wait, and it offered no
healing whatsoever, which I find kind of a bummer. The new element will
keep the fish from getting any hungrier or ready to reproduce and will
heal them up to 65% of their base health.

Also, I've added a new bluespace fish case as a techweb design, found
along with other stuff in the advanced fishing node, though if you want
I can move it to a bluespace node. This should make it possible to
reasonably store and carry around larger fish.

Examining a fish will no longer give out readings on weight and size if
you haven't at least attempted fishing once (you can get to novice level
in less than a minute). While examining a fish with apprentice level or
higher will also give readings on the general conditions of the fish (is
it starving? drowning? has it lost a considerable chunk of health?). The
fishing skillchip also gives you these traits.

I've also converted two fish variables into traits, because fish have
waaaay too many variables. and gave some topdown shading to the
pre-existing fishbox sprite.

## Why It's Good For The Game


## Changelog

🆑
add: Added a bluespace fish case to the advanced fishing node.
balance: Fish cases will keep a fish from getting hungrier or ready to
reproduce, while also healing it up to 65% health.
balance: Examining a fish with zero fishing skill whatsoever won't give
a reading on its size and weight. Conversely, examining one with the
skill leveled two times will give general information on if it's
starving, sick, hungry, or dead.
/🆑
2024-08-18 06:06:17 -07:00
r3dj4ck0424 23929b39b6 Adds a new cytology-focused vending machine to the science area (#85338)
## About The Pull Request
Creates a new vending machine in the science area, called the CytoPro
and filled with cytology gear (and a few things that might be useful in
xenobiology). This vending machine is added to the cytology labs of all
maps.
Here's how it looks in-game (with the panel screwed open, I was hacking
it to test at the time)
![CytoPro -
Metastation](https://github.com/user-attachments/assets/695c12e6-ee63-47ff-b885-a3c0ca029afc)
The current product list is shown below.
![CytoPro -
Products](https://github.com/user-attachments/assets/95f3cf47-4f2e-4988-958c-1064584d41f6)
![CytoPro -
Contraband](https://github.com/user-attachments/assets/e7918f44-588d-4acd-9025-b12d3da08602)
I've put them in the locations shown below.
Birdshot:
![CytoPro -
Birdshot](https://github.com/user-attachments/assets/8f0eba2e-d118-481d-8122-04ab5815fbb8)
Delta:
![CytoPro -
Deltastation](https://github.com/user-attachments/assets/176a4207-e3cf-4a17-8b19-c20bbce86ff0)
Icebox:
![CytoPro -
Icebox](https://github.com/user-attachments/assets/8eda8bd2-cb88-4adf-bb9e-b54b76281f8c)
Northstar:
![CytoPro -
Northstar](https://github.com/user-attachments/assets/0abec84d-9343-4d28-81b9-7f6cf9efa4f7)
Tram:
![CytoPro -
Tramstation](https://github.com/user-attachments/assets/7a27aa08-655c-468b-a690-bd031b02dfb4)
Wawa:
![CytoPro -
Wawa](https://github.com/user-attachments/assets/6a1dc37a-9834-4613-8cfe-0634184c3caa)

**Feedback on more products welcome!**

## Why It's Good For The Game
Currently, there aren't a lot of backup sources for cytology gear. Most
maps spawn with a single cytology closet containing the necessary gear,
and good luck to you if someone makes off with the supplies before you
get there. In addition to adding a source of backup cytology equipment,
I'm hoping that this new vendor makes cytology quicker and more
accessible.
Plus, science really needed a new vending machine, and I think the
purple-white colour and stylized microscope are neat.
Since the cytology lab is usually located very close to the slime pens,
the addition of monkey cube boxes, xeno bags, and bio suits also helps
support xenobiology projects. If the 14 cubes supplied at round start
are insufficient (which they really shouldn't be) then they can
supplement their supply with the boxes in the CytoPro.
## Changelog
🆑
add: A new vendor of cytology equipment, the CytoPro, is now available
in your local science department!
/🆑
2024-08-18 14:54:19 +02:00
SkyratBot 60b13638d9 [MIRROR] Ordnance experiments tweaks [NO GBP] (#29344)
* Ordnance experiments tweaks [NO GBP] (#85680)

## About The Pull Request

More techweb feedback processing.

1. NT frontier app is much more useful and the partners give discounts
for big nodes. Now you can accelerate the research a lot if you focus on
NT frontier. Find [green text in the
tree](https://www.figma.com/board/IhOqYfG5XFBxcgaRSprWzK/Tech-New?node-id=0-1&t=uDMlvA6QcXgz6umU-1)
to see which nodes can have full discounts.
2. Roboticists now have access to ordnance to be able to work on gas
shells for faster mech weapon unlocks
3. BZ shell was rarely performed on LRP servers due to people not
knowing that you can easily make BZ in a portable pump, so it is no
longer a required experiment on the path to experimental tools and a
discount experiment for exp tools instead
4. Cytology experiment is a discount one to ease the path to Genetics
node
5. Cryostasis prerequisite got removed by accident in one of the techweb
tweaks
6. Atmos techs can download NT frontier and build compressor board in
engi imprinter

## Why It's Good For The Game

Balancing the tree out according to the player's behaviour.

## Changelog

🆑
balance: TechWeb: NT Frontier partners now give full discounts for many
high tier nodes, corresponding to the partner theme, instead of partial
discounts for random nodes
qol: Atmos techs can download NT frontier and build compressor board in
engi imprinter
balance: Roboticists now always have ordnance access for the discount
experiments they need
balance: TechWeb: BZ shell is now a discount experiment for experimental
tools instead of required exp for fusion
balance: TechWeb: Noblium shell is a discount experiment for RCD
upgrades instead of exp tools discount
balance: TechWeb: Vat-grown slime scan is a discount experiment instead
of required one
fix: TechWeb: Cryostasis node properly requires advanced medbay
equipment as it should
/🆑

* Ordnance experiments tweaks [NO GBP]

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2024-08-17 05:49:57 +07:00
SkyratBot 45d85d569d [MIRROR] Circuit components can now be recycles in circuit printers, and automatically do so upon being removed if a circuit has a linked printer (#29316)
* Circuit components can now be recycles in circuit printers, and automatically do so upon being removed if a circuit has a linked printer (#85648)

## About The Pull Request

Added support for remote material insertion type whitelists and utilized
it to allow circuit printers to recycle components. Removing a component
from UI while the circuit has a linked printer will automatically
recycle it.

Also fixed a rogue space appearing when recycling a single item

## Why It's Good For The Game

You literally cannot do anything with components you remove/do not need
anymore so usually they end up littering circuit lab's floors. This
should make developing circuits slightly less annoying.

## Changelog
🆑
qol: Circuit components can now be recycles in circuit printers, and
automatically do so upon being removed if a circuit has a linked printer
spellcheck: Recycling a single item no longer outputs a line with a
rogue space infront of it
/🆑

* Circuit components can now be recycles in circuit printers, and automatically do so upon being removed if a circuit has a linked printer

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-08-15 22:26:22 +07:00
SkyratBot a59d72f4a3 [MIRROR] Add a janitorial 'borg plunger (#29302)
* Add a janitorial 'borg plunger (#85475)

## About The Pull Request
I got annoyed at not being able to plung vents when there's a clog. This
PR corrects that. I copied all of the cyborg mop attributes to make
this. This is my first PR on this server, but I did test it on a local
server, and it indeed, plungs.

## Why It's Good For The Game
More content for janitorial cyborg. They really should have a plunger,
to be honest. It just makes sense to me.

## Changelog
🆑
add: Added a cyborg plunger for janitorial modules
/🆑

* Add a janitorial 'borg plunger

---------

Co-authored-by: nesquik <24830358+lbnesquik@users.noreply.github.com>
2024-08-14 22:41:23 +07:00
SkyratBot 68967c49e9 [MIRROR] Makes cyborg endoskeleton a roundstart research again (#29296)
* Makes cyborg endoskeleton a roundstart research again (#85695)

## About The Pull Request

Cyborg endoskeletons no longer require a research node to be made,
making them possible to create at roundstart.
## Why It's Good For The Game

I feel like placing these behind a node doesn't really do anything
that's worth having it there. There's very little to do at roundstart
other than making cyborgs or clean/medibots at roundstart, so most of
the beginning of a shift turns into "trying to get R&D to research the
thing you need to do arguably the most important part of your job". I
haven't been able to find a single benefit for doing this. Arguably,
it's like this to prevent people from "wasting resources on cyborgs that
never get built", but I can't say I've ever been on a round with more
than 30-40 people where I didn't build at least two borgs.

What actually ends up happening is one roboticist makes everything but
the endoskeleton while the other tries to get access to the R&D computer
to research cybernetics so they can finish making a cyborg. It was also
argued that augmentation is more often requested at roundstart than
borging, which I have seen maybe twice in the last three years.
## Changelog
🆑 Vekter
balance: Removes the research requirement from cyborg endoskeletons,
meaning they can be built at roundstart again.
/🆑

* Makes cyborg endoskeleton a roundstart research again

---------

Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
2024-08-14 17:31:18 +02:00
Andrew a24c890037 Ordnance experiments tweaks [NO GBP] (#85680)
## About The Pull Request

More techweb feedback processing.

1. NT frontier app is much more useful and the partners give discounts
for big nodes. Now you can accelerate the research a lot if you focus on
NT frontier. Find [green text in the
tree](https://www.figma.com/board/IhOqYfG5XFBxcgaRSprWzK/Tech-New?node-id=0-1&t=uDMlvA6QcXgz6umU-1)
to see which nodes can have full discounts.
2. Roboticists now have access to ordnance to be able to work on gas
shells for faster mech weapon unlocks
3. BZ shell was rarely performed on LRP servers due to people not
knowing that you can easily make BZ in a portable pump, so it is no
longer a required experiment on the path to experimental tools and a
discount experiment for exp tools instead
4. Cytology experiment is a discount one to ease the path to Genetics
node
5. Cryostasis prerequisite got removed by accident in one of the techweb
tweaks
6. Atmos techs can download NT frontier and build compressor board in
engi imprinter

## Why It's Good For The Game

Balancing the tree out according to the player's behaviour.

## Changelog

🆑
balance: TechWeb: NT Frontier partners now give full discounts for many
high tier nodes, corresponding to the partner theme, instead of partial
discounts for random nodes
qol: Atmos techs can download NT frontier and build compressor board in
engi imprinter
balance: Roboticists now always have ordnance access for the discount
experiments they need
balance: TechWeb: BZ shell is now a discount experiment for experimental
tools instead of required exp for fusion
balance: TechWeb: Noblium shell is a discount experiment for RCD
upgrades instead of exp tools discount
balance: TechWeb: Vat-grown slime scan is a discount experiment instead
of required one
fix: TechWeb: Cryostasis node properly requires advanced medbay
equipment as it should
/🆑
2024-08-14 13:38:35 +02:00
SmArtKar f985856a09 Circuit components can now be recycles in circuit printers, and automatically do so upon being removed if a circuit has a linked printer (#85648)
## About The Pull Request

Added support for remote material insertion type whitelists and utilized
it to allow circuit printers to recycle components. Removing a component
from UI while the circuit has a linked printer will automatically
recycle it.

Also fixed a rogue space appearing when recycling a single item

## Why It's Good For The Game

You literally cannot do anything with components you remove/do not need
anymore so usually they end up littering circuit lab's floors. This
should make developing circuits slightly less annoying.

## Changelog
🆑
qol: Circuit components can now be recycles in circuit printers, and
automatically do so upon being removed if a circuit has a linked printer
spellcheck: Recycling a single item no longer outputs a line with a
rogue space infront of it
/🆑
2024-08-14 13:12:57 +02:00
nesquik 83dde48caa Add a janitorial 'borg plunger (#85475)
## About The Pull Request
I got annoyed at not being able to plung vents when there's a clog. This
PR corrects that. I copied all of the cyborg mop attributes to make
this. This is my first PR on this server, but I did test it on a local
server, and it indeed, plungs.

## Why It's Good For The Game
More content for janitorial cyborg. They really should have a plunger,
to be honest. It just makes sense to me.

## Changelog
🆑
add: Added a cyborg plunger for janitorial modules
/🆑
2024-08-14 12:38:50 +02:00
Vekter dd739acf3c Makes cyborg endoskeleton a roundstart research again (#85695)
## About The Pull Request

Cyborg endoskeletons no longer require a research node to be made,
making them possible to create at roundstart.
## Why It's Good For The Game

I feel like placing these behind a node doesn't really do anything
that's worth having it there. There's very little to do at roundstart
other than making cyborgs or clean/medibots at roundstart, so most of
the beginning of a shift turns into "trying to get R&D to research the
thing you need to do arguably the most important part of your job". I
haven't been able to find a single benefit for doing this. Arguably,
it's like this to prevent people from "wasting resources on cyborgs that
never get built", but I can't say I've ever been on a round with more
than 30-40 people where I didn't build at least two borgs.

What actually ends up happening is one roboticist makes everything but
the endoskeleton while the other tries to get access to the R&D computer
to research cybernetics so they can finish making a cyborg. It was also
argued that augmentation is more often requested at roundstart than
borging, which I have seen maybe twice in the last three years.
## Changelog
🆑 Vekter
balance: Removes the research requirement from cyborg endoskeletons,
meaning they can be built at roundstart again.
/🆑
2024-08-14 12:34:37 +02:00
LemonInTheDark 4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
SpaceLoveSs13 2e1a819c4f Novastation Synthetic Refactor Port (#29204)
* Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death

* Conflict Removal

* Update bow_arrows.dm

* Update bow_arrows.dm

* tthis also update the actual bow & arrow code

* Update arrow.dm

* [MIRROR] Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death [MDB IGNORE] (#3595)

* Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death

* modularize bone dice(???)

* gives the cargo crate arrows

* conflict

* icon updates

rotates our bows the same way, adds invisible pixels for easier loading
to our primitive bows, removes bow/arrow icons that are clones of
upstream's

also a hack for arrow overlays on bows- currently just defaults to
default arrows if an overlay doesn't exist for it, but our only arrows
aren't that distinct with default arrows at that size (we do not have
alternative arrow overlay sprites)

* recipe changes

im not gonna try explaining everything here but the general idea is that
the cargo fletching kit is sorta novelty bows, and the big boy stuff you
get from smithing

* update ammo hud for bows

* this shouldn't be here

* i forgot to save these

cleans up the recipes, ashwalker arrows are just made by combining by
hand (you could already do this, the recipes were a noobtrap)
and the cargo kit is cheaper

* un-nerf the chaplain bow

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>

* Refactor Synths away from /Robot/ limbs, Cybernetically augmented humanoids have alternative surgeries (#3970)

* [NO SELF SURGERY] Cybernetically augmented humanoids have alternative surgeries (both standard and advanced) [NO SELF SURGERY], as well as other misc additions

* 1

* p1

* Update limbs.dm

* oh yeah Taurs

* Limbs and Techwebs for them

* 3

* EMP

* Surgery Removals from Synths

* 5

* test

* Look Ma, no more surgery

* Update tgstation.dme

* Update hepatectomy.dm

* little bit more edit cleanup and diff reset

* Update surgery.dm

* Synth Organ Surgery!

* Update lungs.dm

* target

* 4

* Update synth_defines.dm

* you add the metal before the zap zap

* Apply suggestions from code review

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* 1

* Update code/modules/surgery/hepatectomy.dm

* Update code/modules/surgery/advanced/brainwashing.dm

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update tgstation.dme

* fix stuff

* Update declarations.dm

* fix duplicate defines

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
Co-authored-by: Zergspower <22140677+Zergspower@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Andrew <mt.forspam@gmail.com>
2024-08-11 19:56:17 +05:30
Da Cool Boss 0e0b9a4061 Fixes Donk Co. & Waffle Corp Trademark Issues (#85686)
## About The Pull Request
All references to "Waffle Co" and "Waffle Company" have been scrubbed
and replaced with appropriate branding. "The Waffle Corporation" may be
shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only.

All references to "Donk Corp." and "Donk Corporation" have been scrubbed
and replaced with appropriate branding. "Donk Company" may be shortened
to "Donk", "Donk Co" or "Donk Co." only.
## Why It's Good For The Game
Keeps these names consistant and lore accurate.
## Changelog
🆑
spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co.
/🆑

---------

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@ users.noreply.github.com>
2024-08-09 23:28:23 -04:00
Da Cool Boss 06aa7b846a Fixes Donk Co. & Waffle Corp Trademark Issues (#85686)
## About The Pull Request
All references to "Waffle Co" and "Waffle Company" have been scrubbed
and replaced with appropriate branding. "The Waffle Corporation" may be
shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only.

All references to "Donk Corp." and "Donk Corporation" have been scrubbed
and replaced with appropriate branding. "Donk Company" may be shortened
to "Donk", "Donk Co" or "Donk Co." only.
## Why It's Good For The Game
Keeps these names consistant and lore accurate.
## Changelog
🆑
spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co.
/🆑

---------

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
2024-08-09 23:22:53 -04:00
SkyratBot 4bb1216dfd [MIRROR] Sentience potions can now be used without a summon reason (#29177)
* Sentience potions can now be used without a summon reason (#85446)

## About The Pull Request

Sentience Potions will poll for ghosts with no provided reason, if no
reason is set.
## Why It's Good For The Game

People might not think/consider how to set a reason for providing
sentience to a mob. I've seen at least one person get confused by this
and that's enough to warrant a QOL change. It really boils down to "why
shouldn't people be able to do this?".

It's simpler this way. Sometimes we don't need a reason to do things.
## Changelog
🆑 Rhials
qol: Sentience potions can now be used without a provided summon reason.
/🆑

* Sentience potions can now be used without a summon reason

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
2024-08-04 21:09:13 +05:30
SkyratBot 2884dc05d8 [MIRROR] Fixed NT Frontier discounts not applying (#29163)
* Fixed NT Frontier discounts not applying (#85351)

## About The Pull Request

Closes #85234

There was a check in place to ensure that no node gets reduced below 250
cost. It made sense when nodes costed up to 10000 points... but now the
maximum cost is 200. Into the recycler it goes.

## Changelog
🆑
fix: Fixed NT Frontier discounts not applying
/🆑

* Fixed NT Frontier discounts not applying

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-08-04 21:05:45 +05:30
Rhials 4a2f491442 Sentience potions can now be used without a summon reason (#85446)
## About The Pull Request

Sentience Potions will poll for ghosts with no provided reason, if no
reason is set.
## Why It's Good For The Game

People might not think/consider how to set a reason for providing
sentience to a mob. I've seen at least one person get confused by this
and that's enough to warrant a QOL change. It really boils down to "why
shouldn't people be able to do this?".

It's simpler this way. Sometimes we don't need a reason to do things.
## Changelog
🆑 Rhials
qol: Sentience potions can now be used without a provided summon reason.
/🆑
2024-08-01 00:16:14 +02:00
SmArtKar 32ca904e47 Fixed NT Frontier discounts not applying (#85351)
## About The Pull Request

Closes #85234

There was a check in place to ensure that no node gets reduced below 250
cost. It made sense when nodes costed up to 10000 points... but now the
maximum cost is 200. Into the recycler it goes.

## Changelog
🆑
fix: Fixed NT Frontier discounts not applying
/🆑
2024-07-31 18:15:46 +02:00
SkyratBot 1a492f1342 [MIRROR] Updates Strong-Arm implants to be cooldown based, deal entirely lethal damage (but more of it) (#29035)
* Updates Strong-Arm implants to be cooldown based, deal entirely lethal damage (but more of it) (#85012)

## About The Pull Request

Strong-Arm implants utilize a five second cooldown between activation
(this is per implant, not for both). As a result, the implant does a
larger chunk of damage in one blow. It does not do stamina damage
anymore.

If you strike a mob with either the MOB_BEAST or MOB_SPECIAL biotypes,
you inflict additional damage (40 extra).

You can fit both a toolset implant and a muscle implant into the same
arm.

## Why It's Good For The Game

Strong-arms were really weird implants in that they were not locked
behind any research progression, but instead could be purchased from
cargo. However, they were still not exactly amazing to have, so they
only really get purchased by bored medical doctors, since the implant
was a medical departmental order option (for some reason). I tried
giving them a little extra oomph a while ago, but I never felt like they
were in a particularly good space even after that update.

Borrowing some ideas from an older PR, I've introduced a cooldown to
allow for them to work alongside other unarmed features, but still not
allow them to stack with other effects. It makes them exceptionally good
as opening attacks, but not to the point of being intrusive. They were
also a method of infinite stamina damage, so that has been resolved as
well.

The mob bonus damage makes them a little fun option for miners, really,
that's why I added it. I thought it would be a cute feature, and maybe
incentivize a few to get augmented. I don't think they will, since
augments aren't super useful for miners, but still.

The pairing with toolsets is because they're not quite as useful
generally as the toolsets, and since they are a weaker arm implant in
the progression, I don't feel it is too extreme to have both, because
overall most people will gravitate towards toolsets if they had to
choose.

## Changelog
🆑
balance: Strong-arm implants go on cooldown when activated, but deal
more overall lethal damage on a single blow.
balance: The strong-arm implant does additional damage to fauna and some
other dangerous mobs.
qol: You can pair toolset arm implants with the strong-arm implants.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* Updates Strong-Arm implants to be cooldown based, deal entirely lethal damage (but more of it)

* fix modular

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-27 19:59:24 +05:30
SkyratBot 94613f2750 [MIRROR] You will fall over if a bluespace cookie fails to teleport you (#29064)
* You will fall over if a bluespace cookie fails to teleport you (#85109)

## About The Pull Request

See title.
Recently we noticed a bug in bluespace cookie code and in the course of
investigating it, had trouble figuring out what it was even supposed to
do. I rewrote the code so it should be more intuitive to read.

Someone else has a PR open fixing the bug.

## Why this is good for the game

I also added an extremely small balance change that you fall over if the
cookie fails to teleport you.
This is an improvement because it gives feedback for the item failing,
and also slaps you on the wrist for trying to teleport inside centcomm
or wherever you are.

## Changelog

🆑
balance: If a bluespace cookie fails to teleport you then you will trip
over.
/🆑

* You will fall over if a bluespace cookie fails to teleport you

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-26 20:38:53 +05:30
Jacquerel 8a91bee972 You will fall over if a bluespace cookie fails to teleport you (#85109)
## About The Pull Request

See title.
Recently we noticed a bug in bluespace cookie code and in the course of
investigating it, had trouble figuring out what it was even supposed to
do. I rewrote the code so it should be more intuitive to read.

Someone else has a PR open fixing the bug.

## Why this is good for the game

I also added an extremely small balance change that you fall over if the
cookie fails to teleport you.
This is an improvement because it gives feedback for the item failing,
and also slaps you on the wrist for trying to teleport inside centcomm
or wherever you are.

## Changelog

🆑
balance: If a bluespace cookie fails to teleport you then you will trip
over.
/🆑
2024-07-26 07:59:51 +02:00
SkyratBot 13686fa1d2 [MIRROR] Dehydrator, machine version of drying rack (#28996)
* Dehydrator, machine version of drying rack

* [MIRROR] Dehydrator, machine version of drying rack [MDB IGNORE] (#3928)

* Dehydrator, machine version of drying rack (#85141)

![image](https://github.com/user-attachments/assets/7b2cf788-7590-4d0b-a5f3-bfeec8276565)

Added dehydrator, a machine version of drying rack.

Replaced the second fryer with this rack on some maps to be available
roundstart.

Also changed the colors of Smart Fridge to be more in line with other
kitchen appliances.

We have plenty of recipes requiring dried items, and it's silly that the
chef has to break down a cafeteria table to build a rack for regular
recipes.

🆑
add: Dehydrator, a machine version of drying rack, with a circuit board
and available on some kitchens roundstart.
image: Updated the color palette of Smart Fridge
/🆑

* conflicts, nova maps.

* icecats I guess.

* f

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: sqn <zephyrthebreeze@gmail.com>

* icewalker

* Update icemoon_underground_icewalker_lower.dmm

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: sqn <zephyrthebreeze@gmail.com>
2024-07-24 22:42:57 +05:30
SkyratBot a5f93c993b [MIRROR] Made borgs and AI able to use research queue [NO GBP] (#29036)
* Made borgs and AI able to use research queue [NO GBP] (#85202)

## About The Pull Request

Interaction with the queue didn't work for mobs of a type different from
`/mob/living/carbon/human`

Fixed this.

## Why It's Good For The Game

Fixes #85049

## Changelog

🆑
fix: Borgs and AI can now use research queue
/🆑

* Made borgs and AI able to use research queue [NO GBP]

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2024-07-24 22:36:08 +05:30
Andrew d50ff3d054 Made borgs and AI able to use research queue [NO GBP] (#85202)
## About The Pull Request

Interaction with the queue didn't work for mobs of a type different from
`/mob/living/carbon/human`

Fixed this.

## Why It's Good For The Game

Fixes #85049 

## Changelog

🆑
fix: Borgs and AI can now use research queue
/🆑
2024-07-24 14:08:52 +01:00
necromanceranne 9f780d3e35 Updates Strong-Arm implants to be cooldown based, deal entirely lethal damage (but more of it) (#85012)
## About The Pull Request

Strong-Arm implants utilize a five second cooldown between activation
(this is per implant, not for both). As a result, the implant does a
larger chunk of damage in one blow. It does not do stamina damage
anymore.

If you strike a mob with either the MOB_BEAST or MOB_SPECIAL biotypes,
you inflict additional damage (40 extra).

You can fit both a toolset implant and a muscle implant into the same
arm.

## Why It's Good For The Game

Strong-arms were really weird implants in that they were not locked
behind any research progression, but instead could be purchased from
cargo. However, they were still not exactly amazing to have, so they
only really get purchased by bored medical doctors, since the implant
was a medical departmental order option (for some reason). I tried
giving them a little extra oomph a while ago, but I never felt like they
were in a particularly good space even after that update.

Borrowing some ideas from an older PR, I've introduced a cooldown to
allow for them to work alongside other unarmed features, but still not
allow them to stack with other effects. It makes them exceptionally good
as opening attacks, but not to the point of being intrusive. They were
also a method of infinite stamina damage, so that has been resolved as
well.

The mob bonus damage makes them a little fun option for miners, really,
that's why I added it. I thought it would be a cute feature, and maybe
incentivize a few to get augmented. I don't think they will, since
augments aren't super useful for miners, but still.

The pairing with toolsets is because they're not quite as useful
generally as the toolsets, and since they are a weaker arm implant in
the progression, I don't feel it is too extreme to have both, because
overall most people will gravitate towards toolsets if they had to
choose.

## Changelog
🆑
balance: Strong-arm implants go on cooldown when activated, but deal
more overall lethal damage on a single blow.
balance: The strong-arm implant does additional damage to fauna and some
other dangerous mobs.
qol: You can pair toolset arm implants with the strong-arm implants.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-24 12:47:03 +00:00
necromanceranne 7088097eb8 [NO SELF SURGERY] Cybernetically augmented humanoids have alternative surgeries (both standard and advanced) [NO SELF SURGERY], as well as other misc additions (#84980)
<!-- 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

### Cybernetic variant surgeries

Many of the surgeries able to be performed on organic limbs now have a
version for robotic limbs. This includes;

### NONE OF THESE ARE SELF SURGERY OPTIONS

- Organ repair surgeries
- Stomach Pumps
- Blood filtering
- Autopsies
- Lobotomies
- Pacification
- Lipoplasty
- Amputation
- Brainwashing (including the Sleeper Agent protocol)
- Nerve Splicing and Nerve Grounding
- Vein Threading and Vein Muscle Membrane
- Ligament Hook and Ligament Reinforcement
- Cortex Folding and Cortex Imprint

These utilize mechanical steps and unique versions of their special step
that uses mechanical tools. But many of these are able to be performed
using standard surgery tools.

In fact, I've improved the chances for doing surgery using standard
tools for mechanical steps, recognizing that medical is often going to
end up with synths in medbay whether we like it or not.

### NONE OF THESE ARE SELF SURGERY OPTIONS

### Organ Repair Surgeries correct EMP Failure Cascades

When you repair a synthetic organ using the organ repair surgery, it
reverses the effects of organ failure from an EMP. That is, the
permanent failure of an organ. This allows for an alternative method to
replacing that organ wholesale, which makes treating synths a lot easier
for medical and EMPs less of a RNG death knell for people with
cybernetic organs. However, it still needs the surgery to correct the
error, so this isn't removing the danger of being EMP'd.

### Health Scanners report EMP Failure Cascades

Scanning someone with a cybernetic organ now actually tells you that the
organ is failing. Wow, why wasn't this already the case?

## Why It's Good For The Game

#### Surgeries

With the new techweb changes, augmented crew are becoming a lot, lot
more common place, as are the implantation of cybernetics. These are
required for research to be able to progress both medical and robotics
technology. Therefore, those using these items are becoming a lot more
common place.

However, our medical system is quite blind to these people as of the
moment. A lot of surgeries that are critical to recovering the
injured/dead do not work on them outright, and medical can't resolve the
problems that come with cybernetic organs entirely.

This change hopefully modernizes our surgeries to account for these
synthetic/cybernetically-altered crew members that neither forces people
to choose between taking them to medical or robotics (they're often
going to end up in medical regardless), and letting either department to
function as a place for these crew to obtain medical services.

Also gives them some cooler flavour to their surgeries, which I think is
the most important part of this change. It actually feels like you're
more than human without getting too much in the way of gameplay loops
and over complicating things.

Edit: To provide a bit of extra clarity on 'Why allow the advanced
surgeries?'

You can actually have the benefits of the advanced surgeries as an
augmented humanoid. The problem is that it has to take place before you
are augmented. They're not mutually exclusive, just slow to apply. There
isn't much reason for there not to be a method to apply them to robotic
people, particularly since augmentations are expected earlier in the
round than advanced surgeries.

#### EMP Failure and Detection

This mechanic is probably what people hate the most about cybernetics.
It is largely invisible, and forces you to have to go through a tedious
process of organ replacement on what could be any one of your organs,
since it wasn't being broadcast to the user which one is failing until
you are possibly already doubling over.

Now, it is easier for medical staff to identify if they have a
cybernetically enhanced patient in the midst of a failure cascade, and
have the means to resolve the problem. Robotics and cyborgs can too,
since sometimes they'll have the means usually to do the same operations
and detection.

## 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: Robotic variants of many of the standard and advanced humanoid
surgeries. You cannot perform self surgery with these surgeries.
balance: It is easier to do robotic surgeries with normal surgery tools.
qol: It is now possible to detect EMP organ failure cascades via health
scanners.
qol: EMP organ failure cascades can be reversed by doing organ repair
surgeries targeting the failing organ.
/🆑

<!-- 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
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---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-22 18:07:05 +01:00
SkyratBot cb58e5009a [MIRROR] deletes wires on atom/destroy() (#28991)
* deletes wires on atom/destroy() (#85154)

Closes #85132
Fixes #85110

* deletes wires on atom/destroy()

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
2024-07-22 09:58:27 -04:00
Andrew c04af38744 Dehydrator, machine version of drying rack (#85141)
## About The Pull Request


![image](https://github.com/user-attachments/assets/7b2cf788-7590-4d0b-a5f3-bfeec8276565)

Added dehydrator, a machine version of drying rack.

Replaced the second fryer with this rack on some maps to be available
roundstart.

Also changed the colors of Smart Fridge to be more in line with other
kitchen appliances.

## Why It's Good For The Game

We have plenty of recipes requiring dried items, and it's silly that the
chef has to break down a cafeteria table to build a rack for regular
recipes.

## Changelog

🆑
add: Dehydrator, a machine version of drying rack, with a circuit board
and available on some kitchens roundstart.
image: Updated the color palette of Smart Fridge
/🆑
2024-07-21 21:59:05 -07:00
Afevis 9a4386d31d deletes wires on atom/destroy() (#85154)
Closes #85132
Fixes #85110
2024-07-21 21:56:01 -07:00
SkyratBot f31637a8b7 [MIRROR] Closing mind transfer popup does not transfer your mind anymore (#28966)
* Closing mind transfer popup does not transfer your mind anymore (#85119)

## About The Pull Request

Closes #85116

## Changelog
🆑
fix: Closing mind transfer popup does not transfer your mind anymore
/🆑

* Closing mind transfer popup does not transfer your mind anymore

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-07-21 09:13:43 +05:30
SmArtKar 0516c95ecf Closing mind transfer popup does not transfer your mind anymore (#85119)
## About The Pull Request

Closes #85116

## Changelog
🆑
fix: Closing mind transfer popup does not transfer your mind anymore
/🆑
2024-07-21 01:30:08 +02:00
SkyratBot 65175dedd3 [MIRROR] Fixed null description in cerulean regenerative extract (#28958)
* Fixed null description in cerulean regenerative extract (#85089)

## About The Pull Request

Fixed null description in cerulean regenerative extract

## Why It's Good For The Game

Bugge

## Changelog

🆑
fix: Fixed null description in cerulean regenerative extract
/🆑

* Fixed null description in cerulean regenerative extract

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-20 21:45:23 +05:30
SkyratBot 700c0b98a8 [MIRROR] Adds a standalone Civilian Modsuit model, available from robotics (#28946)
* Adds a standalone Civilian Modsuit model, available from robotics (#84806)

## About The Pull Request

I talked with Fikou on discord about #84801, and he said that it would
be fine to make a standalone suit that is slowdown-free but also not
spaceproof. So yeah, that's what this is. The civilian skin for the
standard modsuit has been turned into a standalone model. It is similar
to the loader modsuit that cargo has, in that it has no slowdown while
active but doesn't protect you from space. It also has only a complexity
limit of 12 instead of the usual 15, and it has abysmal armor values. It
also doesn't protect you from pepper spray and the helmet doesn't allow
you to use internals or block you from eating.

I tweaked the sprites for it as well, removing the visor from the inhand
and mob overlay sprites, to better reflect it's lack of spaceproofing. I
also whipped up a quick sprite for the civilian mod plating, based off
of the medical mod plating since they have similar color schemes.
## Why It's Good For The Game

I'm going to just copy and paste what I said in the last PR, because all
of it still applies to this one. There are a lot of really cool modsuit
modules that are hampered by the other drawbacks that modsuits have.
These drawbacks exist for a good reason; space proof suits should have
tradeoffs, especially ones available at the start of the round like
modsuits are. But that doesn't really solve the problem with the
modules.

One of the biggest examples of this problem is the pepper shoulders
module that comes on security modsuits. It's a very cool module
conceptually, but it tends to have limited usefulness in practice. Out
in space, whoever you're fighting is likely wearing a spacesuit of their
own, which will make them completely immune to the pepper spray. On the
station, the person wearing the suit has to deal with the slowdown from
it, which will far outweigh any advantage granted by the pepper
shoulders module.

Another good example is the medical modules, like the surgical
processor, organ thrower/organizer, and thread ripper modules. All of
these are great for a medical player trying to perform surgery, but who
is going to be doing surgery in a depressurized room? All these modules
don't mesh well with the design of modsuits as special spacesuits, and
the new civilian model will hopefully give them more room to be used.
## Changelog
🆑
add: Added the civilian modsuit module as a standalone model. It offers
no slowdown while activated but does NOT protect you from the void of
space. You can print the plating from an exosuit fabricator and build it
like a normal modsuit.
del: Removed the civilian skin from the standard modsuit, as it is now a
standalone model.
image: Tweaked the sprites for the civilian modsuit head, both in-hand
and on the mob. Also added a civilian mod plating sprite.
/🆑

* Adds a standalone Civilian Modsuit model, available from robotics

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-20 21:42:55 +05:30
SkyratBot a8797b3922 [MIRROR] Experimentor Strange Object Tweaks (#28940)
Experimentor Strange Object Tweaks

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-20 21:39:08 +05:30
SkyratBot 16854f2358 [MIRROR] The Voidwalker | New Midround Antagonist (#28832)
* The Voidwalker | New Midround Antagonist

* [MIRROR] The Voidwalker | New Midround Antagonist [MDB IGNORE] (#3755)

* The Voidwalker | New Midround Antagonist

* Update role_preferences.dm

* Update sql_ban_system.dm

* Update _bodyparts.dm

* Update role_preferences.dm

* Update lazy_templates.dm

* Update _bodyparts.dm

* Update _bodyparts.dm

* Grep

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-20 17:44:24 +05:30