Commit Graph

100 Commits

Author SHA1 Message Date
ArcaneMusic d836946e8e Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305) 2020-09-16 16:11:23 -03:00
LemonInTheDark d60ed7d9e8 Gives the Chef a Beacon to pick their ingredient box (#53146)
* adds ingredients beacon

* starts the chef off with an ingredient beacon instead of a box

* Update boxes.dm

* Revert "Update boxes.dm"

This reverts commit b89fadab04.

* optimizes the list thingy (thank you, Floyd)

* Fixes a typo in one of the comments

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* fixes a definition

* moves ingredient box/beacon code to miscellaneous instead of boxes

* adds the random option

* adds a cute little bit of 'flavor' text... get it?

* Revert "adds a cute little bit of 'flavor' text... get it?"

This reverts commit a6541bf220.

* adds references to a new company and a bit of fun text

* moves randomFood out of the for loop

* Revert "moves randomFood out of the for loop"

This reverts commit e2c5171fce.

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-09-05 16:09:23 -07:00
TiviPlus ca366c3ea1 Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-28 14:26:37 -07:00
ArcaneMusic 4187c6f791 Waterworks: Plumbing enabled sinks, tanks, plant trays, and showers. (#52865)
https://cdn.discordapp.com/attachments/326831214667235328/740812723956482118/2020-08-06_02-04-14.mp4
For everything in this PR working at the same time, watch this video!

Alright, from the top:
Sinks now need plumbing to pump out liquids.

All sinks now has a demand-only plumbing pipe face the opposite direction of the sink itself. A standard iron sink will hold 100 units of water, and must be constructed from a sink frame. To complete the frame, a new stock part, the water recycler must be applied to the frame. Once the sink is constructed, it will only hold those 100 units of water until new water is piped in.
This however doesn't extend just to water, as a result. Any reagent can be piped into the sink, and will be used 5 units at a time per use. This means water isn't just an infinite resource, and will need to be resupplied to the station if, somehow, you're using a metric ton of water somehow.
image
A basic sink setup with water being plumbed in.
Showers now need plumbing to wash you off.

Want to dispense reagents faster on your Patients Victims Friends Coworkers? Well, you may also construct a shower frame, in a similar fashion to a sink frame, and pipe in your own reagents into the loop. The shower drains reagents much faster than the shower, and also preforms vapor and touch reagent reactions, resulting in a constant stream of chemicals being processed. This can lead to horrible situations, like a chemical heater hooked up to a vat of cooking oil being pumped into a shower.
Additionally, showers will display the reagents they're pumping out visually based on the color of their chemical contents. As a result, dangerous or unique showers are going to look noticeably different if their contents are dangerous looking.
image
A safe shower.
image
A very unsafe shower.
Wait what was that bit about cooking oil?

So, reagent dispensers, like water/fuel tanks, Virus Food, Cooking Oil Vats, Pepperspray, and the like, can now be converted into a stationary tank of reagents by using a sheet of metal on it, allowing it to behave as a simple supply of their respective contents, and can be pumped into a plumbing network. This means rolling water tanks can be used to resupply sinks and showers, as well as allow for inventive uses of otherwise unused chemicals located all around the station. Pump welding fuel into a resupply line to fight a blob! Pump pepper spray into the dorms showers! Create a deep fryer shower! The possibilities are LIMITED (Because we have very few reagent dispensers)! Still, this will prevent sinks and showers from being completely unfix-able should all the water run out, as cargo can purchase many of these chemical tanks at will.
Hydroponics is now also plumbing enabled.

So there I was, thinking, have I gone mad? Is the barking I hear in my noggin my own dogs rattling and raging against the eternal ocean tide, or are these the hounds of tindalos come to finally rip me to shreds within the sea of causality?
The answer to this is quite simple: I added plumbing simple-demand components to hydroponics.
Now, the trays will accept a pumping input, which can provide the plants themselves a reagent input for their nutrients, and SHOULD (current not fixed yet) also contribute to refilling the trays water. As a check to this horrible decision, there are very few plumbing chems that don't suffer from some kind of downside if exclusively pumped into the trays, so this should be done delicately and with forethought applied, or you'll have a row of plants with dead stats because they OD'd on ammonia.
image
Holy damn why are you doing this

I'm thinking this pr is probably in need of some serious trimming and will probably be closed as a result of the need to atomize this down, but this way I can start to get some feedback and ideas on which aspects would be better suited towards the current design direction of plumbing/bio-chem/reagent heavy jobs. As far as I'm aware, this is all in accordance with the relevant design docs, but this way I'll know for sure 🤷‍♂️
To-do before being 100% sparkly and clean

Fix hydroponics trays adding water to the nutrient reagents slot (NOT A TRUE FIX, SEE COMMENTS BELOW PLEASE)
Make disconnected sinks/showers slowly regenerate water so that a stationwide plumbing net isn't required so Anturk doesn't snap my kneecaps off
Make water/fuel tanks use their snowflaked stationary tank sprites instead of the custom overlay version

    Yeet out the existing psudo-plumbing from hydroponics

Why It's Good For The Game

We've discussed adding plumbing into the game for forever now, and with all the new and tangentally related plumbing content we have, almost everything we have now perfectly enables servers to properly create a station-wide plumbing network.

Sinks and showers provide an infinite supply of water all shift long, and since they can be produced with any material, anywhere, practically for free, that was the first and foremost reason why I made this PR, to make water slightly more precious on station, to justify the 20+ water tanks mapped across every station. Plus, no more meatsink spam in the middle of the hallways.

Hydroponics has a built in feature that was intended to work similar to plumbing, before we had plumbing, for sharing resources/water, but it was pretty rough and is still exceptionally difficult to make look very pretty on live servers. By integrating them with actual plumbing pipes, this enables one step closer to integrating chemistry and botany to merge going forward, and give them an incentive to include each other in their supply chains each shift.

On the reagent tank conversion, That's just an interesting feature I felt the need for while testing everything else, and found pretty great success in. Being able to pipe in large supplies of a single reagent that ordinarily would just sit on a wall or in mait somewhere proved extra useful, and would be beneficial for refilling plumbing heavy areas like bathrooms/medbay, etc.
2020-08-27 23:23:55 -07:00
Radacitus f231ef2e93 moves ingredient box/beacon code to miscellaneous instead of boxes 2020-08-24 02:11:29 -03:00
Radacitus ec4706ab81 fixes a definition 2020-08-24 02:09:49 -03:00
Radacitus 0de5821be9 Fixes a typo in one of the comments
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-08-23 00:43:40 -03:00
Radacitus 74e20c117d optimizes the list thingy (thank you, Floyd) 2020-08-22 22:17:29 -03:00
Radacitus 1084a1e873 Revert "Update boxes.dm"
This reverts commit b89fadab04.
2020-08-22 22:08:43 -03:00
Radacitus b89fadab04 Update boxes.dm 2020-08-22 22:06:27 -03:00
Radacitus e6ec802045 adds ingredients beacon 2020-08-22 20:57:29 -03:00
floyd 9b4a488216 no food stuff 2020-08-20 23:36:18 +03:00
Timberpoes 8fc671f942 Implements job skillchip framework as per hackmd.io design document (#52630)
* Shift wire revealing logic to dedicated proc

* Bit of code modification. Framework for roundstart job skillchips.

* Implement roboticist skillchip trait functionality.

* Feex moth feet messup

* Add skill chips to robodrobe inventory

* Code refactor. Add missing skill_stations to Pubby and Delta.

* Implement special flags, changelings inherit skillchip skills

* Additional code refactor. Traitor chameleon skillchip framework.

* Implement traitor skillchip, fix up more code, move job chips to outfit datums

* Modify autosurgeon, create skillchip variant, add to uplink

* Implement chip cooldowns. Add new skillchip for station engineers. Cleanup some code. Add job chips to lockers.

* Feex

* Feex

* Code review implementation

* More feexes, improved chameleon chip code and more.

* Code review and minor refactor

* Additional review fixes, rebuild tgui

* Minor logic fixes

* Final Rohesie review

* Robust code changes, improved slot/complexity system.

* Rebuild tgui

* Code review

* Brain regeneration failsafe

* Lazylist cut fix
2020-08-05 21:21:29 +02:00
jdawg1290 62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
nemvar b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
nemvar 6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
spessman-007 ab84042f94 [READY] Improve spelling (#51134)
* Improve spelling

* Spell isn't, ain't, shouldn't, hasn't, wasn't correctly

Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 02:13:37 +08:00
William Wallace 7ad88d8e3c remove duplicate var definitions in donkpockets 2020-04-23 04:00:48 +01:00
William Wallace 1d593bc2e3 'box of beanbags' now has rubbershot box icon (fixing typo) 2020-04-23 03:58:09 +01:00
Arkatos 3f4c8f529c Cleanup 2020-04-21 13:28:53 +02:00
Arkatos bc50efd601 Autodoc fix 2020-04-21 13:24:15 +02:00
Arkatos a1fd74b195 Autodoc 2020-04-21 13:23:52 +02:00
Arkatos 3a3059dd92 Fixes and further cleanup 2020-04-21 12:59:16 +02:00
Arkatos 6bb4c0c2f2 Merge branch 'master' of https://github.com/tgstation/tgstation into papersack_radial 2020-04-21 12:07:34 +02:00
Arkatos d11cebea2f Cleanup 2020-04-19 16:34:10 +02:00
Arkatos 6ba0857abf Papersack radial 2020-04-19 13:46:00 +02:00
Thunder12345 aa9be6154a Removes cryo syringes and cryo shotgun darts (#50471)
Purges cryo syringes and cryo shotgun darts, and all references to them from the code.
Why It's Good For The Game

Cryo syringes are, to put it mildly, a blight on chemistry and its balance. Every single design decision around the difficulty of using pyrotechnic chemicals can be sidestepped by heating the ingredients to max temperature and putting them in a single cryo syringe. This leads to instant kill weapons like RDX+teslium or TATP syringes, which mix their ingredients and instantly explode as soon as the syringe makes contact with something.

Nuke ops have to cough up 8 telecrystals for a rocket launcher that causes a roughly similar explosion, plus 4 more for each subsequent rocket, all with the cost of the launcher being a bulky item. Based on this, it seems like it should be inconceivable for chemists to have access to the same firepower with only a syringe gun that fits in a backpack, their chem dispenser available from roundstart and a single techweb node.

Removing these syringes will prevent chemists from evading the dangers of working with explosive chemicals, and should have little to no impact on other applications since very few other reactions exist which need to take place on being injected into a person.

Cryo shotgun darts present an identical problem, and are only not seen in the wild due to their smaller capacity and position far into the techweb making them comparatively undesirable at a point when rapid syringe guns are likely already researched.
Changelog

🆑 Thunder12345
del: Cryo syringes and cryo shotgun darts have been removed from the game
/🆑
2020-04-18 11:10:01 +12:00
spookydonut 8dbf1cf4ec Changes to comply with GitHub TOS
Further changes to comply with the ToS

More ToS cleanup

Bye bye George Melons

Better to be safe than sorry
2020-04-14 21:24:50 +00:00
Mickyan fa1ebfbe11 Fix being unable to store gum in gum boxes (#50385) 2020-04-04 12:39:00 -07:00
Ryll Ryll 5c174800fb Grenades and projectiles can have shrapnel and embed, all carbons can suffer embeds, some bullets can ricochet, sizable refactor of embedding (#49634)
About The Pull Request

It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.

dreamseeker_2020-03-30_05-01-13.png

dreamseeker_2020-03-30_05-01-26.png

Big points:

    Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
    Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
    Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
    Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
    Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.

Other misc fixes/changes

    Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
    Fixes #49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
    Fixes #49741: New carbon helpers for removing embedded objects
    Fixes #46416: Handles embedded objects getting qdel'd or moved while embedded
    Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
    Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades

Why It's Good For The Game

Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog

🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
2020-04-03 16:58:38 +13:00
ArcaneMusic 14b7e63415 A bold new era of hydroponics (Large department rework/update) (#50001)
Shoutout to skog for helping me fine tune a lot of the ideas for this as well as convincing me to do it anyway. Feel free to send me your adoration and glory (once this is actually balanced and tested out so I can work out the like 1000 little runtimes and bugs this will surely have.)
About The Pull Request

Lets Start with everything that DIDN'T change.
Plants still have all their unique qualities. That includes chems, traits, all that good stuff.
Plant stats have been unchanged, with an exception I'll bring up later.

Cool. Onto everything else.
Changes to hydroponics trays.

Trays now have a new feature that visually you may be very familiar with. By Ctrl Clicking a tray, it activates Autogrow. Autogrow uses a HEAVY amount of power per tray, but in return it automatically maintains the plant contained within, limited nutrient loss, adding a gradual amount of water per process, and keeps pests and weeds at bay. Ideally you would only be using this on high maintenance plants, or if you need to leave your department for a few minutes. Having all your trays on Autogrow is an excellent way to kill your APC cell in a matter of seconds, even on a robust power setup.

Trays no longer use **Nutrient Points.** Instead, each tray has an internal reagent holder that basically holds a beaker for your plant's nutrients. In exchange, the tray now determines the gradual stat changes of plants based on nutrients within that nutrient tank. That's right, no more dumping chemicals into the tray to reach 100 potency in a matter of minutes. You can, however, use reagent mixes in order to improve plant stats in a satisfying way. Still, with each tray having a default of 10 reagents maximum in the tank, it places a greater impetus on upgrading trays if want to really get the most of a specific chemical composition.

If you realize you need to change the nutrients in the tank, you can Alt Click to empty the whole tank at once.
Seed Changes

All plants now have a new stat, Instability. (It was originally titled stability so I'm changing it here but yes it is now called instability) Contrary to the name, the higher the stability of the plant, the more likely that your plant will see radical changes. Plants with a low stability will not see much difference, but as you go higher and higher you will start seeing the plant automatically mutate with harsher ramifications. At 60 Stability, the plant has a chance to automatically mutate it's species. At 80 Stability, assuming you can prevent the plant from mutating beforehand, the plant has a chance to receive random plant traits similar to strange seeds. That's right! You can now be free from the tyranny of the strange seed market!

Plants are now affected differently by pests and weeds. Instead of outright killing plants, they will instead heavily lower a plant's yield and potency instead. This also allows for plants that have been left for a few minutes to outright die far less than they were before, but at the same time encourage using autogrow when AFK within the department.

When growing a plant however, you have something new to consider. Plants will now pollinate adjacent seeds in trays, which will bleed off adjacent stats to other plants. Primarily, this affects your core stats. like potency, yield, also stability. If you have 2 plant with high and low potency, they'll bleed their stats off into each other as they grow. This allows for interesting mechanical gameplay between nutrient choices, stability, and adjacency. Some plants have naturally high stability that can bleed off of other plants (Corn, Wheat, and Weeds), while others have naturally low stability and can help bring plants back into a maintainable stability threshold if you just want to harvest the plant itself.

Pollination at high levels of stability can also cause the adjacent plants to receive chemical traits from each other. This allows for plants to share chemical traits without having an insane level of control afforded by the DNA manipulator. However, careful manipulation of plant reagents is difficult to do perfectly, and should be done carefully, as well as experimentally.

For a more controlled trait experience however, we have Plant Grafts. Plant grafts are obtained by using the new secateurs, or sheers, that comes with the botanist's default kit. When a plant is ready to harvest, you can cut off a plant graft, which carries several of the plant's stats and qualities with it. When transplanted, you can share the unique traits of several plants into a new host. These traits are mostly the physical traits you're most likely familiar with, like bio-luminescence, slippery skin, liquid contents, the works. You can also store plant grafts if there's a specific trait build you'd like to eventually get to. Since you need to fully grow a plant to graft it, the process of obtaining several unique traits for a plant will result in more types of plants needing to be grown as a result.

Alright, this leads up to what you're probably guessing. DNA manipulator for plants is dead. Even if it's really good, being able to Frankenstein a dozen different plants together without even growing half of them is kinda lame, you have to admit. The new trait and chemical controls are a bit more robust overall to compensate for this.

image
Why It's Good For The Game

Chemical dependence hydroponics is dead.
Genefreak maxed out stats plants are dead.
The Tyranny of Pests and Weeds killing plants for cooperating with the station is dead.
Ambrosia Gaia is now no longer the staple plant of hydroponics, as earthblood trays are dead.
Plant mutations are now easier to come by, and can be achieved within 2 plant generations assuming you're not crossbreeding and using readily available chems.
Chefs, and by extension bartenders, get a wider array of plant's each to work with.
Botanists are no longer required to acquire a chem dispenser at shift-start to acquire mutated plants.
Crosspollination, mutation, and grafting allows for a more interesting dynamic in improving plant stats, as opposed to just clicking buttons. It also rewards planning and developing system for growing plants.
Changelog

🆑
add: Plants can now Cross-Pollinate, via adjacency. This causes plant stats of average into each-other.
add: Plants now have a new stat, Instability. Instability allows for gradual mutations to a plant's stats at certain thresholds, and a chance of mutation, or gaining new random traits at even higher thresholds.
add: Plants can be grafted when ready to harvest, and grafts can be applied to plants in order to share unique traits, or share stat changes.
del: The Plant DNA Manipulator is dead. Long Live the DNA manipulator.
tweak: Hydroponics trays now have their own internal beaker for holding chemical reagents. As such, chemical affects on plants are gradual, and slowly alter seed stats over generations.
balance: Several chemicals are adjusted to match the new system. Experiment!
/🆑
2020-04-03 16:56:25 +13:00
Fikou 92acfdcc0e medical jobs now have the sterile mask by default (#50206)
* medical jobs now get a medical mask

* i should put it in here too
2020-03-27 17:14:26 -04:00
Fikou bac5fd01a5 adds bubblegum gum (#50026)
* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* adds bubblegum gum

* autodoc

* fixes fuckups

* fixes merge conflict and bad things

* nicer color

* shortens proc name

* Update code/modules/food_and_drinks/food/snacks_other.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* cringe

Co-authored-by: Changelogs <action@github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-03-23 14:04:26 -03:00
Mickyan aee54c56c5 Adds space carp taming and a new bundle for the curator: the carp hunter (#50020)
* fish friends

* fish pals

* fish pals

* dumb

* hunting knife now is useful

* hunting knife now has a sprite

* FUCK

* inhand

* rohesie reviews

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-03-21 21:11:11 -03:00
Mickyan 4cc8832299 gumbox size 2020-02-29 14:46:01 +01:00
ArcaneMusic 94f27c7b25 [READY]Arconomy: Sales Taggers, split profits on barcoded, sold items! (#49111)
* Startwork

* "Arcane: Everything works up until the export datum bullshit"

* I got up to "Split Profit" in "sell object"

* This is when I switched over to components and it STILL doesn't work

* alright stopwork for the 'night'

* So this is the version that crashes

* One step further in my descent to madness.

* Alright, this should be working (Minus maybe profit_split)

* Alright splitting up custom sales splits is broken right now.

* Profit split works now.

* Alright what the hell is going on here.

* Revert "Alright what the hell is going on here."

This reverts commit 6cb3b6eb56ea45ede3496bbe219ca18302c806e2.

* Oh wait, I can do commit messages through VSC?

* Adds a quick little box with all the shipping supplies you'll ever want, unwrapping signal

* Added shipping box to all maps and the service/cargo lathes.

* Fuck you mapmerge hook you ain't shit

* Alright, yet another take of making it get rid of the pricetag

* [3:43 PM] oranges: anturk is smart (This is true)

* Tested, cleaned up component procs,  and limits signals sent a bit.

* Whoops

* Other comments from Ninja over discord

* Left in a comment line.

* Fixes the issue with ind. barcodes, adds examine.

* Well thank GOD the children wern't there to see it

* Adds a do_after to prevent accidents.

* Fixes merge conflicts

* Fixes merge conflict. Twice in one day.

* Fixes merge conflict.

* one tiny bit of documentation

* Travis play nice.
2020-02-25 20:42:01 +08:00
Mickyan cebc8d428e Merge branch 'master' of https://github.com/tgstation/tgstation into chewing_gum 2020-02-20 16:09:01 +01:00
Mickyan 7b17f20973 pop 2020-02-18 20:10:11 +01:00
Mickyan 81354500be glomp 2020-02-18 18:31:00 +01:00
Mickyan 2f5f44b619 chomp 2020-02-17 22:53:54 +01:00
Bokkiewokkie 56bf4b4cdd Fixes boxes having writing where it shouldn't be (#49335)
* Fixes the things

so there's no writing wrongly put onto boxes that don't need it.

* accidentally wrote null in caps

of course i found a way to fuck up adding four lines of code
2020-02-17 10:57:10 +01:00
Mickyan 56d08f9908 space drugs 2020-02-16 16:49:37 +01:00
Bokkiewokkie bbb7f93c19 Adds missing box sprites and reworks some ammo boxes (#49057)
* Boxes

box images

* Aligned some box icons to box

and added secbox box to some security boxes.

* More Boxes

now available in medical, science and cargo!

* New shotgun and foam gun ammo boxes

and removed the medbox, scibox and cargo boxes since I think they should probably have their own pr.

* removed a thing

removes the mention of the sci, med and cargoboxes

* Removed the _old ammo box sprites

I mean it does what it says on the tin
2020-02-08 20:48:14 -05:00
MrPerson e22560a346 update_icon() improvements (#48669)
* update_icon() improvements

Fixes some update_icon() calls to properly call parent and use update_overlays() and update_icon_state().

The rest of obj/item fuck it

* Suggested fixes, also passes the linter

* I always forget . = ..() is faster than return ..() FOR SOME FUCKING REASON

* Actually this is better

* Signilzes datum/action to update its icon when its connected item does.
2020-01-11 23:46:43 -05:00
ArcaneMusic 39b58f1edc Adds several more uses for plastics (Trinkets, Trash, Decor, and Killing the Environment) (#48337)
* Initial Commit, Plastic Boxes and Soda Rings. Basic carp interaction.

* Beads, trash created from breaking plastic, carp eat plastic properly.

* Cleans up sprites, adds designs to autolathe, and adds plastic plants

* Icon Conflict more like Ion Comblict because I can't spell

* Oh neat, there's already a party crate. Added Beer/Soda 6packs to the crate, adjusted price accordingly.

* Aaaaaaaaaa runtime loop.

* You win this round travis.

* Makes the in-hand sprite the soda can sprite because honestly it's close enough don't @ me

* Typo.

* Merge conflict, style changes, FINE CARP DON'T BREATHE.

* BEGONE CONFLICT BEGONE FROM ME
2020-01-03 02:13:43 +01:00
Krysonism 5310876edc [READY]Sparklers, Firecrackers and Ian's New year's party. (#48480)
* Base comitt

* Adds Ian's New years helper to all maps

* Fixies + Festive corgi hat for Ian

* newline

* Apply suggestions from code review

Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>

* Implements more suggestions from review

* Fixes grenade spawn chance

* Puts qdel last again.

* Run mapmerger

* Run map merger on last map and makes box contain 20% more memes

* Update code/modules/mapping/mapping_helpers.dm

Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>

* Moves var declarations to the bottom

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
2019-12-30 22:59:14 -05:00
Coconutwarrior97 d6422e03be Return of The New Donk Pockets 2: Electric Boogaloo (#48310)
* Adds new donk pockets and new donk pockets boxes icons and code!

* Accidentlty didn't add the pastries, oops!

* Adds the new donk pockets to the maint loot table, a donk pocket crate, and fixes a small typo under boxes which caused the honk pocket box to not appear.

* Final commit before PR, fixed a few bugs.

* Fixed a spelling error, and removed Gondola-Pockets from the maint loot table.

* Adds a new donk pocket loot spawner object, and updatesmaps to include it in the kitchen.

* Proper mapmerge, hopefully.

* Removed step_x and step_y, hopefully travis will be happy now.

* Switches out the new donk pocket icons for less noisy ones.

* Removes unnecessary lines of code.

* Adds craftable donk pocket boxes.

* Hopefully makes travis happy by fixing metastation errors.

* More metastation error fixes.

* Changes omnizine of warm honk-pocket to 1.

* Add path variable donktype, removed copy pasted populatecontents() lines of code.

* Fully working with removal of the copy pasted populatecontents() in favor of a path variable.

* Gets rid of component initialize where it does nothing

* Fixed some data loss with food icons.
2019-12-20 09:02:47 +01:00
Mickyan 55f19df748 Normalizes payouts and vendor prices to an approximate of cargo's credit value (#48174)
* prices & income

* more prices

* lower megaseed premium prices

* custom prices for premium tools

* slightly lowers prices for some snacks/drinks/cigs

* hey get back here
2019-12-16 17:43:27 +01:00
skoglol 26d35b060c Debug outfit updates (#47923)
* New debug ID, cells in BRPED

* Debug glasses

* admin rcd
2019-11-30 03:54:57 -08:00
Firecage 87b1f56034 Re-organizes survival box code to be less horrendously ugly. (#47504)
* Adds clown and mime masks to their respective survival boxes, and re-organizes survival box code.

* Removes clown and mime masks from survival kits.
2019-11-03 01:49:35 -08:00