* refactor wip
* rerolling and qol
* space not valid
* travis be nice
* comment?
* new tablet sprites
* Start on uplink screen
* new suit sprite
* paper
* merge conflict
* Auto stash before merge of "contract-reroll" and "tgstation/master"
About The Pull Request
Moves requests and cart below the cargo pack list, so you dont need to find the right button after everything you buy. Resized the cargo window, less airy. Added a toggle for buying privately, less buttons should improve performance somewhat.
Why It's Good For The Game
Less annoying UI.
Changelog
cl Skoglol
tweak: Cargo console UI touched up a bit. Requests and cart moved below the cargo packs for less button shuffling, buying privately is now a toggle, resized window slightly.
/cl
Adds chemical filters to the plumbing arsenal
They have one input, and three outputs. The left and right outputs can be given filters. It's basically the exact same as atmos filters but it has TWO filter sides.
It doesn't have an enormous list of chems to select from, you just enter a chem and it's added if it's valid.
cl
add: Adds chemical filters to plumbing
/cl
I was planning to do a bunch at once, but europe is on fire and im delirious
I also moved the existing unique plumbing datums into their own folder, wich was only chemical acclimators
About The Pull Request
machines and consoles that previously required an inserted ID now check access on worn and inhand ids. They otherwise function identically.
Affected things:
ORM: click claim to claim cash to connected ID (also fixes it)
Mining vendor: uses ID on person or in hand.
medical console: checks worn ID
security records console: checks worn ID
gulag consoles: claim points to worn ID, checks access and point requirements from worn ID
Also some backend refactoring to prisoner management and gulag teleporter consoles
hop console will be next to strip out the shitcode entirely but this at least gets things functional in the mean time, but fully tested this time. It's very late here and I need to sleep. Due to the nature of it it's more elaborate of a rework.
Changelog
cl
tweak: Medical and Security consoles now check access on worn or inhand ID instead of requiring an inserted ID
tweak: mining vendor now reads from ID in hand or on person instead of requiring an inserted ID
fix: ORM is functional again (for real this time)
tweak: ORM claim points button transfers points to worn/inhand ID instead of to an inserted ID, no longer accepts insertions
tweak: Same for gulag consoles
/cl
About The Pull Request
This removes chem dispenser text macros and replaces them with a recording function. This allows you to still use macros, but you must record them yourself. You are no longer able to paste in a pre-written macro.
When the dispenser is recording, trying to dispense chems will record to the in-progress macro instead and won't dispense like normal. You can then save this macro when you're done recording and use it like you would before.
Using an existing macro while recording a new one will record the macro contents to the in-progress macro, and can be done multiple times.
It looks like this:
image
Why It's Good For The Game
It forces chemists and bartenders to learn the recipes for themselves first if they want to get the macros going quickly.
Changelog
cl JJRcop
del: Removed text macros from the chem dispenser.
add: Replaced with dispenser input recording macros.
/cl
* Finishes pump and fixes visual bug with disconnecting plumbing objects
* More bugfixes, finishes liquid pump
* Chemical synthesizer, wrench signal to handle unwrenching
* adds input and output pipes and changes ob into obj
* dmdocs all of plumbing through proper means
* adds sprites by meyhaza
also added wrenching interaction and fixed a dumb dumb with me fucking up an object path
* brightens the sprites a little by me
* removes big select from synthesizer ui
* update tgui.js thing
* unfuck pump color
apparently the replace all of spriting has downsides
* chemical acclimator
only heats and cools but i gotta commit and do other stuff
* finishes chemical acclimators
* uodates .dme
* updates .dme again
forgot plumbing component
Removes dumb visual bugs.
Put the copy pasted wrench stuff for disabling and enabling the component, in the component using a new signal from default_unfasten_wrench.
Add a general plumbing machinery subtype. Right now it's mainly for cataloging.
Adds the chemical synthesizer. You can select a single chemical and an amount between 0 and 5. It will produce it every tick. Should be combined with other synthesizers to create meth factories.
Makes the liquid pump a fully functioning machine.
cl
add: The station comes one step closer to plumbing with the introduction of the chemical synthesizer.
sprite: sprites for the synthesizer, input and output commissioned by @Meyhazah
/cl
I wanted to do all the plumbing basic equipment at once, but stuff like plumbing heaters is gonna be ugly if I don't rework them completely and I don't wanna scare the maintainers away.
There is slight copypasting from the chem_dispenser and with the chem synthesizer, but having it be inhereted would be a worse clusterfuck IMO.
* removes duplicated tgui asset definition.
* Puts fa in separate asset
* Makes it work.
* Not needed anymore
* Removes brands css and font
* we're not using logos anywhere right
* duh
* Fixes the chat settings width while i'm at it.
* TGUI build
cl Time-Green
add: Adds plumbing pipes and some hidden plumbing related machines. They're not available in-game yet.
sprites: Geyser and geyser pump sprites created by Mey-Ha-Zah!
/cl
Adds the following objects:
Fluid ducts . Like atmos pipe, but for reagents. They're smart and can be seperated by layer and color
Geysers. They spawn on lavaland and can be harvested with liquid pumps or just beakers.
Liquid pumps. For pumping geysers. They need to be on a wire node and connected to a duct network.
Plumbable reagent dispenser subtype.
New plumbing RPD specific RPD.
Plungers. The reinforced plunger can be used for plunging geysers to activate them. They currently serve no other function and can't be worn as a hat yet.
They're all disabled and admin only.
Adds the following systems:
Ductnet datum. They pretty much say "hey, we're connected"
Plumbing component. You can turn any movable atom into a plumbable thing. Comes with overlays and everything. They're essential for everything that has input and outputs, except pipes. That means you can have machines connected to both atmospheric pipes and fluid ducts. They only connect with layer 3 ducts.
Fluid subsystem that handles the processing on the plumbing machinery and other plumbing related stuff.
Basically atmospherics but with reagents. Reagents are pressurized and thus transferred instantly, to avoid those stupid leftovers in pipes no one likes. I am PRing it now because if I were to add a dozen or so associated machines, it would be too much of a pain to manage/review in one PR. It would also be a massive waste if people didn't even want it in the first place.
Also yes all of this works (as far as I know)
Things I plan to add in later PR's
Layers / colors (maybe) done
Machinery (Stuff like chemical processors, filters, special mixing chambers and factories)
Make geysers more interesting, so chemists/atmostechs/cargotechs/assistants can go to lavaland and get some exotic stuff.
Pipe fractures. Damaged pipes could do the cartooney water soaker beam coming out to shoot at people cause why the fuck not.
Code concerns:
Connecting is handled through pipes only. Not sure if this is the best approach. This means plumbing devices cant directly connect to each other without pipes. I could add some exceptions to handle it. I could also take connecting away from pipes and make it a global proc, with alot of exceptions since it'd be handling both plumbing machinery and the ducts.
Reagent transferring. Basically the transfer is instantaneous from A to B. I did this because stuff getting stuck in pipes could pose some serious mixing problems with chemistry, since it's alot more delicate than atmos. I could understand if people would want it to be like atmos. It wouldn't be difficult to change.
Also for testing I suggest you set the pipe_dispenser to category 3 to print fluid ducts. My tests were done with
/obj/structure/geyser
/obj/structure/reagent_dispensers/plumbed/storage
/obj/item/plunger/reinforced
/obj/machinery/power/liquid_pump
/obj/item/pipe_dispenser/plumbing
that and standard tools for setting things up
* QoL and location bugfix
* QoL and bugfixes
* Further fixes
* Name fix
* Text changes
* revert delay
* Same fix for returning
* description update
* New TC generation
* Slight delay for ransom cut, so they can hear the beep
* Give a written guide
* Third item
Alright I'm sold, let's try it
* Forgot to add text changes in line with the new item
* Merge conflict
* In datum
* Emag bounty computer to show contract connection
* Corrupted text helper
* WIP on corrupted text
* Randomly corrupt text when looking at connect screen
* Barebones accessible Syndicate bounties screen
* Contract barebones and Synd UI work
* Further text changes, antag checks
* Further UI changes, full contract generation with areas/target
* dropoff point checks, and move to uplink item for requesting bounties
* WIP contract uplink item
* Contract uplink and continued contract improvements
* Completed contract uplink, and continued contract work
* Droppod WIP
* Further droppod work
* Mob WIP
* Further mob WIP
* No mob
* Callback for putting in mob
* Further WIP with pod checks
* Better location picking and signal fix
* Further pod changes, WIP of payouts
* Overall finished payment/contract system
* Code cleanup
Revert changes to bounty console
Remove debug messages
* Small refactor
* Add kit with set and randomised items.
* Fix box
* Very minor flavor text for inserting into pod, plus roundend text
* Pod return sound
* Contract uplink slight styling changes
* We don't keep giving telecrystals until they literally can't hold anymore
* Ship them off to ninja base instead
* Nerf bring them dead, but give a nice boost for bring them alive
Overall this is a nerf, so we also throw in an agent card to the bundle
* Ship them back
* Minor text changes and slight TC change
* Always give the black and red variant space suit
* Error sounds
* Dropoff area locator
There's sometimes duplicates, i.e. security office - but only one of them will work. This shows you where to go.
* Small fixes
* Bugfix, further changing of TC
* Ransom wip
* Ransom system
* Few changes
* Properly pay for ransoms and appropriate logic for dropoffs
* Terminal sounds
* Talk on command channel when ransom is given, or if they were too late
* Change to announce system
* Announcements/auto pay ransom
* Proper wait
* Name pods properly
* Don't send blacklisted items
* fix
* Improvements
* Announcements are less huge...
* Not a file...
* Improvement
* Drop them not in a wall
* Halves eye blur and styles payment vend
* No memes allowed
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
About The Pull Request
Adds a new device, the nanite communication remote, which can be built from any protolathe once Basic Nanite Research is completed.
The Skull Echo, Forced Speech, and Hallucination programs can now be signaled by this new device to receive custom messages, instead of having to set them manually every time.
To do so, these programs must be set with a Comm Code, which will have to be signaled by a comm remote with the same Comm Code. A Comm Code of 0 is not signalable by remotes and will only work in the old way. If instead you want the program to be only activatable by remote, you must set the trigger code to 0.
Why It's Good For The Game
Makes these programs more elastic in use, allowing for example nanite-delivered private communication via Skull Echo, or actively messing up conversations with forced speech.
Changelog
clXDTM
add: Added a new device, the nanite communication remote, which can be used to send custom messages to message-based nanite programs.
add: Comm remotes use separate Comm Codes: for a message to be received, the signal's comm code must be the same as the program's.
/cl
* Initial changes
* I need my scratchpad for another PR real quick
* Access and code shuffling
* First pass at small_item markers
* Second pass at small_item markers
I think I did this right...
* Maybe I should save the files I have open
* small pack additions
* Update tgui.js
* Removing some (imo) redunadant packs.
* removing 1911 pack
press F to pay respects
* missed a debug
* reorganization
* bit of cleanup
* removed some leftover disabled code
* That red X is bullshit and you know it
Pills are now two spreadsheets instead of individual icons.
This reduces assets sent by about 19-20.
Furthermore tgui has been extended with a new proc ui_base_html which
allows a user to customise the html sent as the base for a tgui window.
This allows someone to provide custom spritesheet css as links in a
specific tgui window without having to add it to the global html.
* Fusion 6 begins.
* Adds location effects, updates analyzer feedback.
* Fixes a messed up prob statement
* Further work on reaction and some testing stuff.
* The debuggery continues
* Fusion continues
* Removes a check that's not longer relevant
* Tries to make filtering more possible
* More tweaks to make stable fusion more accessible, prevents a rare float overflow issue, makes unstable fusion less rewarding, reduces nuclear particle damage.
* Fixes my really poor implementation of the examine for volume pumps.
* Fixes an oopsie with probability
* Merge, and also tweaks instability scaling
## About The Pull Request
Allows admins to make shit enter the station without pussy supplypods, instead they can just fucking flying in from the heavans
## Why It's Good For The Game
Cus it looks badass as fuck watching mechs just yeet in, also admins can spawn themselves in by literally falling from the sky which is funny
## Changelog
cl MrDoomBringer
admin: Admins can now use the Centcom Podlauncher to launch things without the things looking like they're being sent inside a pod.
/cl
* reeling it in
* Revert "reeling it in"
This reverts commit 2b795a8baf5eec89fdc1e6b6a6ef9d36276c2e62.
* adds the room
* makes the boobs more seeable
* WHAT IS CONSISTENT PROC NAME FORMATTING FUCK FUCK FUCK
* adds fluff sign and fixes map a tiny bit
* small updates
* fuck FUCK YOUR MERGE CONFLICT FUCK
* fixed a potential runtime related to soundloop on generators explosion
* fixed being able to connect an unanchored generator to a powernet through node cable laying
cl Floyd/Qustinnus, paid for by Kryson
add: You can now select what your pills will look like when making pills from the Chem Master
/cl
we had 21 pill sprites and used 1. waste. now you can pick from our list of 21 and it'll show you beforehand what they look like
== Original commit names==
* pillshere
* names for fruit-kun
* they do
* they do
* done
* thanks mr mrdoombringer
* reeling it in
* Revert "reeling it in"
This reverts commit 2b795a8baf5eec89fdc1e6b6a6ef9d36276c2e62.
* [maximum peepee]
* u got a boyfriend
i bet he ddoesnt kiss ya
* redpilled
* adds random pills
* boom
* mrdoombringer is fat
cl MrDoomBringer
admin: The Centcom Pod Launcher has been reorganized, making it easier to navigate at the expense of compact-ness.
/cl
Each button in the podlauncher verb had a tooltip explaining what it did, however these would get in the way of selecting things, which made life a pain. This pushes all the buttons to the right, so the tooltips should now stay out of the way of selecting buttons.
cl XDTM
add: You can now pay for cargo orders from your account with the cargo requests console. Credits will be detracted from the requester's account instead of the cargo budget. A 10% handling fee on top of the order will be paid to the cargo department budget.
add: Cargo employees must still accept the order for it to be delivered.
add: The delivery will arrive in a locked crate that can only be opened by an id with the paying bank account.
/cl
If you're wealthy, why should you waste your time waiting for cargo to get money? Pay for the stuff yourself; the quartermaster won't have to worry about their budget and will likely just put the order in the next shipment.
cl MrDoomBringer
soundadd: Supplypods sound a bit nicer as the land now.
admin: admins can now adjust the animation duration for centcom-launched supplypods
admin: admins can adjust any sounds that are played as the supplypod lands
/cl
Was checking against the wrong data.
cl ShizCalev
fix: Nanite chamber interfaces will no longer give you the option to install a program if there isn't one on the inserted data disk.
/cl
Fixes#40535
cl MrDoomBringer
fix: Centcom-launched supplypods will now properly delimb you (if they are designated to do so) instead of touching you then literally yeeting all of your internal organs out of your body.
admin: Centcom can now specify if they want to yeet all of your organs out of your body with a supplypod
/cl
added a new button to the centcom podlauncher that cinematically removes every organ of whoever is hit by a supplypod