* lockbox stuffs
* adds these in
* stack and autolathe stuff
* actually this makes no sense sorry
* finally renames this
* adds this, maybe?
* update icon consistency
* fixes
* removes redundant definition, brings vars over and updates description to be more accurate
* correct order
* covers the vials too
* so that it actually goes inside properly
* moves stuff to protolathe
* moves this here too, does some more starting mats
* vial thing icon
* something to stop this showing up in the list
* more usage
* more use of this
* sanity
* some lock consistency
* has to be rewritten to allow putting things in here
* forgot this
* can't forget this
* unneeded checks
* mm code
* size detection and setup
* it actually compiles now
* smore changes
* fixes, additions
* making things buildable pt 1
* buildability pt2
* grammar, because i was making this at 3 in the morning
* file seperation and fixes
* adds a new reagent
* placeholder sprites pt1
* conflict resolution (i hope)
* more icons, reactor assembly works on spawned obj
need to add things to material construction menus, as well as make datum code a bit better.
* rework to fuel mechanics, constructability additions
* fixes, changes, stuff
* cargo orders, construciton, bugs
* runtime fixes, errors and isues. it just werks.
* Update datums.dm
* ENGAGE HYPERSHITCODE THRUSTERS!!!1!111!!
* suggested changes pt1
* changes pt2
goto goto goto while true
* SCRAM actually works now. better controller examine text.
* FIX IT FIX IT FIX IT FIX IT
* the candle the burns twice as long burns half as bright (fuel number change)
* nerf starter
* new cargo order
* reactor UI
* UI refactor
* reactor UI functional
* construction fixes
* fuel creation UI
* deconstruction
* adjustable units
* new fuelrod subtype
* fuel recycling
* rads
* meltdown framework
* rads, guide
* finishing touches
* UI autoclose, explosion changes
* oops wrong side
* nevermind i'm dumb
* explosion tweak
* ex_act
* seconds are 2 digits
* more rod icons
* more heatcap
* TWO SECONDS
* file rename
* updated control rod code for 2 secs
* sprite changes, system changes, ui changes
* reactor controller sounds
* scram sound manually
* post-review code fixes
* BEGONE SUBSYSTEM, CURSE YE TO THE SHADOWS
* movment fix
* UI recolred to look more similar
* case icon updates
* enhanced detection of reactor construction, fixed runtimes
* fixes lmao
* changed sprites, overlay reworks
* changed controller sprites
* nu reactor ui
* new fuel machine UI
* more ui, expanded funcs, changed radium's role
* regenerate calcium nerf
* meltdowns are slower
* nu sprites
* areas, runtimes, guides, oh my!
* new reagent! runtime fix!
* removed old files
* updated corium, tweaked meltdowns
* removed gotos
---------
Co-authored-by: west3436 <66280799+west3436@users.noreply.github.com>
* mm code
* size detection and setup
* it actually compiles now
* smore changes
* fixes, additions
* making things buildable pt 1
* buildability pt2
* grammar, because i was making this at 3 in the morning
* file seperation and fixes
* adds a new reagent
* placeholder sprites pt1
* conflict resolution (i hope)
* more icons, reactor assembly works on spawned obj
need to add things to material construction menus, as well as make datum code a bit better.
* rework to fuel mechanics, constructability additions
* fixes, changes, stuff
* cargo orders, construciton, bugs
* runtime fixes, errors and isues. it just werks.
* Update datums.dm
* ENGAGE HYPERSHITCODE THRUSTERS!!!1!111!!
* suggested changes pt1
* changes pt2
goto goto goto while true
* SCRAM actually works now. better controller examine text.
* FIX IT FIX IT FIX IT FIX IT
* the candle the burns twice as long burns half as bright (fuel number change)
* nerf starter
* new cargo order
* reactor UI
* UI refactor
* reactor UI functional
* construction fixes
* fuel creation UI
* deconstruction
* adjustable units
* new fuelrod subtype
* fuel recycling
* rads
* meltdown framework
* rads, guide
* finishing touches
* UI autoclose, explosion changes
* oops wrong side
* nevermind i'm dumb
* explosion tweak
* ex_act
* seconds are 2 digits
* more rod icons
* more heatcap
* TWO SECONDS
* file rename
* updated control rod code for 2 secs
* sprite changes, system changes, ui changes
* reactor controller sounds
* scram sound manually
* post-review code fixes
* BEGONE SUBSYSTEM, CURSE YE TO THE SHADOWS
* movment fix
* UI recolred to look more similar
* case icon updates
* enhanced detection of reactor construction, fixed runtimes
* fixes lmao
* changed sprites, overlay reworks
* changed controller sprites
* nu reactor ui
* new fuel machine UI
* more ui, expanded funcs, changed radium's role
* regenerate calcium nerf
* meltdowns are slower
* nu sprites
* areas, runtimes, guides, oh my!
* new reagent! runtime fix!
* removed old files
* updated corium, tweaked meltdowns
---------
Co-authored-by: west3436 <66280799+west3436@users.noreply.github.com>
* Add the spiderbot fabricator
The spiderbot fabricator is a device built by R&D that can be activated by ghosts to spawn there as a spiderbot.
It is similar to the MoMMI fabricator, except it must be fed metal sheets to work and can actually be built by players.
It can also be used by mice by clicking on it to become a mouse-spiderbot (which is apparently a thing).
* fix linter error
* Load up with positronic brains instead of metal
* var/i
* shut up this warning too
* Improve this logic
---------
Co-authored-by: west3436 <66280799+west3436@users.noreply.github.com>
* adds this for starters
* more accurate
* adds these and makes this work
* cleans up spray restock and adds sprays
* cleans this up
* cleaned out
* now we can get disks out of this!
* proper path
* makes this work
* More slime extract uses
* all this cleanup
* last lil bit
* finally cleans these up
* sanity
* so it shows up
* maybe this makes it work
* now it will
* adds this
* here too
* oh it's meant to go here
* may as well not drain it either
* oh hey these work
* now it works
* gets rid of this
* here too
* new system
* works like this
* this
* one last time
---------
Co-authored-by: SECBATON-GRIFFON <kanef9x@protonmail.com>
* Ports various emag actions to emag_act()
* got some more
* right bracket
* macro helped me find more
* firedoors
* now works it down to here
* cuts down duped var
* comments too
* oversight
* things work again, but now this is needed to get rid of the message
* makes this work again
* oh and don't put it in
* now, like this
* makes this more consistent in case some shitmin decides to limit emag usage
* fix
* adds these flags so it works with the new checks
* cutdown
* just in case
* some more consistency
* TYPO
* cleanup
* important
* found some more stuff
* or else it'd spark(?)
* bring it back to old behaviour
* Update passive.dm
* random mech weapon
* Update mecha_equipment.dm
* Update mecha.dm
* killdozer bundle box
* add killdozer to research
* add killdozer to uplink
* make it compile
* make it compile
* ..()
* killdozer sprites
* make it only work on ripleys
* add sprites without pilot
* make airtight
* MMI sprite
---------
Co-authored-by: faggot <janezivan@cock.li>
* initial code
* adds unit test
* syntax fix
* clearer
* makes this work with slices
* more cleanup
* fix
* fix for mortars
* tests this item too
* forgot to clear
* IN THE BEAKER
* copy pasted code not even once
* makes name show up right
* hopefully fixes this
* fixes this, but at the expense of less corn oil from mortars
* should make soda cans work, also cut down a lot of code
* of course
* back to normal
* Update reagentgrinder.dm
back where it was too
* move sheetcode here
* moves to right place
* closer to old syntax
* even more loop cutdown
* lot of cutdown for consistency
* makes transfer work right
* fix
* does it like this
* detail
* makes grown stuff work now
* this was being handled alreadyyy
* fix here
* removes unused
* pre_use function helps with this
* back to this
* reorganises procs
* moves these to atom
* updates the unit test
* cleanup
* makes this compile
* fix
* fix
* possible fix
* wow really
* consistent terminology
* ok now surely
* forgot these
* maybe someday
* forgot this too
* stops sound runtime
* don't modify the var
* only do this if deleted
* removes var only used once
* this should cover those overflow cases as intended behaviour
* missed a spot
* stops runtime
* let's give this a try again
* yea, someone will need to fix that cult goblet runtime first, too unatomic
* wrote these lines wrong
* unnecessary lines. also amazed the change still worked
* logic cutdown
* scope up
* more in line with pre-PR behaviour
* types are clearer
* forgot to clear this too when code was moved to be cut down
* cleans up the test a bit
* this macro made me change the var name!
* fixes possible runtime
* maybe now itll work
* ah it's this now
* Telekinesis sanity fixes
* not today
* more stuff
* more
* unnecesssary
* returns
* returns
* some more
* doesn't need separate proc
* doesn't need separate proc
* cleanup
* now they don't runtime
* cryo tubes, disk duplicators and floodlights (wow this refactor actually works???)
* more
* more
* more
* mooore
* more one size fits all approach
* cleanup
* cleanup
* cleanup
* cleanup
* cleanup
* cleanup
* makes these not teleport too
* makes more stuff work better
* covers these too
* restores some old behaviour
* does revialver
* railguns, and application for this hinthint
* tomahawk code chopdown
* now i know why these are there, putting it into an offhand is just odd
* good helper proc to cut down on code
* good helper proc to cut down on code
* dupe line
* going thru this file
* big file
* meant to do thsi
* getting these
* more items, nearly done? not sure
* well, i was wrong
* updates syntax
* updates syntax
* aaand looks done!
* more consistent with old logic soz
---------
Co-authored-by: SECBATON-GRIFFON <>
* Made boxes to contain both exca/anom suits and replaced the xenoarch finds with it.
* Boxed up cult robes in tesseracts, moved the boxes to xenoarch misc file
* Added MechScanFail flags to the boxes
* First Day
* you sit right there I'll be back
* More UI work
* cultist slot
* cultist slots finished
* actually finished
* ritualized soulblades and shit
* roles part of the main panel
* fixing tooltips and removing rituals
* eclipse event
* eclipse manager
* more eclipse work
* rebase and dance platforms
* more dancing
* more dance and some particles
* lots of stuff again
* more parallax
* pillars and particles
* dark devotion
* more UI
* progress
* sqdqsdsqdsqd
* almost there
* more polish
* gradius
* Rituals return
* Rituaaaals
* tests and fixes
* first fix
* qsdqsd
* derp
* fix
* more fixes
* drill cult
* more polish
* narsie gib and better desc for add_zero_2
* better arg names
* polish and fixes
* fix pylons
* stuck meatblobs no longer spam runtimes
* better
* thematic
* this is way better
* finishing touches
* we've got one more surprise for you
* (and one last fix)
* (and another one)
* Makes LAssailant a weakref
* Makes LAssailant a weakref
* Makes LAssailant a weakref
* Makes LAssailant a weakref
* cleans up comments
* cleans up comments
* cleanup
* cleanup
* cleans up this comment now for anyone who could re-enable
* more like old syntax
* better var name
---------
Co-authored-by: SECBATON-GRIFFON <>
* Cryotheum part 1. Ice tiles work spawn, but gas has no cooling effect yet.
* Adds the cryotheum resonator.
* First iteration of a basic gas reaction system.
* Large amount of changes to Air Alarm code, gas sensor, gas scrubbers, vent scrubbers, and gas filters in order to facilitate XGM gases.
* Mainly replaces all defines in map files to their actual equivalent since apparently you can't do that.
* Fixes one other bad .dmm gas.
* Adds cryotheum related stuff as cargo orders, changes the cryo reaction to a self-reaction with plasma as a catalyst, and does work balancing the values.
* Fixes lag in air alarm UI (by literally just removing a delay statement that was there for some god forsaken reason)
* More small changes and IMPORTANTLY adds chirping every 2-3 minutes whenever an air alarm is unpowered.
* Moves air alarm chirp out.
* Fixes lack of typing causing warning.
* Fixes to .dmm files
* Oops
* Balancing cryotheum.
* Reduces oxygen consumed by oxy+cryo by a factor of 10, but multiplies cold factor by 10.
* Improves performance of ice puddles.
* Fixes map error thing
* I wish I could compile lamprey on my own
* Fixes wheelstation dmm error
* Addressing PR feedback.
* Addressing final criticisms.
* Removes dissipation.
* Mass driver construction fixes
* cleaner decon system
* makes anchoring work normally now
* hotfix to keep eye damage from welding in
* formatting returns
* makes this support proc calls
* makes these more flexible and complete too
* makes these instructions appear right again
---------
Co-authored-by: SECBATON-GRIFFON <>
* mob part bitflags in proper format, added tail part bitflag, hidetail clothing cover flag, reordered tail layer, added tail_underlimbs_layer for overlapping tails, limbs_layer for limbs placed under, tail_wagging + has_icon_skin_tone + tail_overlapped species anatomical flags, mutable_appearance() helper, made many suits cover tail, added tail wagging emote for species that can wag, made a species folder for species files, rewrote update_tail_showing(), character preview can show tails, vox tails are now separate from the body instead of being baked into the chest, vox tails will show slightly in north dir instead of being invisible
* added color defines, undid bitfield format change, wag emote is shorter and doesnt show text on stopping wag, vox tails have their own file and have better names, removed icon manipulation from tail updating, species can have own tail icon, made vox tail north sprites full/complete sprites
* wag emote no longer displays runechat, custom emotes can choose to not show runechat, restores old husk overlays
* limb_tail tail define, moved 2 tail species flags to organ level, added span define, tail is on organ level, added support for cosmetic organs, tail preview icon shows better, added tail support to common surgeries
* fix double tail organ, tail organ item only uses east sprite and is shifted to center it more
* removes tail wagging
* rename tail define, minor tweaks
* more checks, fix char preview issues, remove unused proc, frankensteins spawn with random kind of tail, repaired tajaran and unathi tails credit to falcon2346, robotail support, rambler will not spawn with tail, gibbing drops tails
* Update species.dm
* Update stylesheet.dm
* Update weapon.dm
* Update message.dm
* Add landline.dm
* Update requests_console.dm
* Update message_server.dm
* Update browserOutput.css
* Update vgstation13.dme
* Delete icons/obj/items.dmi
* Delete icons/obj/terminals.dmi
* Add items.dmi and terminals.dmi
* Add sounds
* Update setup.dm
* reviews take 1
* fix moodylights
* reviews take 1
* reviews take 1
* fix beartraps
should probably stop drag-dropping files into the thing and instead just copypaste the part i changed
* fix beartraps 2
wish github had an easy way to revert a commit like gitlab does
* redphone fixes, radio overhear fixes
* Update weapon.dm
* Update landline.dm
* Delete icons/obj/items.dmi
* Add files via upload
* muh darkmode
* alt to pickup instead of control
* conflict fix?
* confl?
* items.dmi
PLEASE GOD WORK
# Conflicts:
# icons/obj/items.dmi
* Add files via upload
* lighter
* moar fixes
Signed-off-by: faggot <janezivan@cock.li>
* spent almost an hour doing this i fucking hate byond lists so much
* second list
---------
Signed-off-by: faggot <janezivan@cock.li>
Co-authored-by: free-transtuff <157070399+free-transtuff@users.noreply.github.com>
Co-authored-by: hacker-on-steroids <159179330+hacker-on-steroids@users.noreply.github.com>
Co-authored-by: faggot <janezivan@cock.li>