Swaps out Hilbert's Hotel Bag of Holding with a raw bluespace anomaly core with a matching inert bag of holding.
Tweaks various pixel_x and pixel_y values to place items more aesthetically on the tables.
Reverts the removal in #53790.
Broken in #53586.
Because turfNumber++ must be incremented on turf, not on every ATOM it
EVERY TURF, and anyway it don't trigger since first turfs don't have
atoms in it.
Fix#53794, Hilbert's Hotel peephole runtime.
Fix#53795, hhmysteryRoomNumber generates only once.
* Fixes missing implant on Syndicate Ship Captain:
Syndicate Ship Crew Members have their implants. There are 2 boxes of syndicate firing pins in captains locker, but captain can't use them. This change fixes that. Captain had implant initially, but it was removed accidentally in #50597
Fixes spare magazines spawned in lockers:
Captain has 2 mags for APS instead of 9mm mags in their locker.
Crewmembers have 9mm mags instead of 10mm mags.
10mm ammoboxes replaced with 9mm.
Why do we even have 10mm mags, if crew spawns with makarov and captain spawns with APS.
Randomly generated arcade machines were getting random boards and initing properly, but they weren't re-built as the appropriate subtype.
This oversight has been remedied. A new subtype has been created for random arcade machines which exists purely to pick a random circuit then create a machine from that circuit's build path before returning that it should be qdel'd.
This new subtype has been appropriately regex find-and-replaced into all maps.
* Objectify
* fix golem ship propulsion dir
* vaporwave tweak
replace space to noop, anchor statues
* spacehotel tweak
replace area to noop, place lattice under grille
* creahedship tweak
replace space to noop, remove asteroid area from space
* vaporwave replace to noop
* replace turf space to noop
* replace space area and turf on shuttles
* replace space area and turf on teplates
The Hotel is a runtime machine. When it swaps rooms, its turfs runtime. When people are actively using it, things in it constantly runtime. It's half broken, half buggy. Turfs don't remember contents. Sometimes blank rooms spawn. Sometimes nothing at all.
It's not worth the time and effort to fix or maintain it.
I'm opening this PR to completely remove it.
🆑 Qustinnus
code: Moves spaghetti to new food
fix: Fixes some more size problems on food
fix: Fixes organs having wrong params
/🆑fixes#53482fixes#53572
Removes the singularity generator and the particle accelerator. The former had no sprite, and the latter only existed because of a leftover type path. This does not affect gameplay at all.
Removes the "Start Singularity" verb that was only intended for debug use.
Fixes#53508.
Fixes#53290
A code oversight of #52865 that also applied plumbing changes to puddles.
Avoided snow flaking by creating a new object type called water_source. Can be used in the future instead of the sink type.
Removes various R&D machine requirements including circuit imprinters, protolathes, destructive analyzer and the mechfabs. All machines that previously required an R&D console to function are standalone, including omni protolathes and omni imprinters.
Replaces "production"-class R&D consoles with civilian modular computers on all maps. There are no longer "production"-class consoles.
Removes the concept of "core" R&D consoles. R&D consoles only research and handle tech disks and stuff. All existing core consoles have been switched to their basic archetype.
Because it's a pain in the ass to manage, material reclaimation has been removed from the destructive analyzer. The destructive analyzer is now ONLY for destroying items and unlocking research nodes such as illegal and alien tech.
Expand number of pipe layers from 3 to 5
More layers for autism projects all around the station
Notice! not all devices are allowed to use the new layers, only those you see in the picture can be layered to layer 0 and 4.
More freedom to do weird setups (and supercomputers)
Turns old mining "signs" into turf decals instead
It looks nothing like a sign, so, this just made sense.
Moved the icon from the mining survival pod walls file, to the turf decal icons file.
Replaced every instance in the maps with the new type path.
-Mechs are a vehicle subtype
-Mech equipment half-rewritten
-Mech actions completely redone
-Cooldown macros
-New movement macros & replacing all var in GLOB.diagonals with ISDIAGONALDIR(var)
-New lazylist macro
-Support for lavaland only mechs
-Removed the tank because fuck off with that hacky shit
-Documentation
-Fuckton of fixes
About The Pull Request
This PR removes the tesla and Mrs. Pacman from the game. The title is actually misleading, the TEG and singularity are still in the game but inaccessible and the singularity no longer has its generator.
Field generators and tesla coils have been kept because shocking your fellow man is the greatest sensation of power in the world.
The overcharging delamination for the supermatter has been replaced by the release of 2500 mols of tritium at 500,000 kelvin. An engineer who's really hateful of the station can use this for fusion, if they desire. Otherwise, its a tritium fire in engineering alongside the explosion. This will probably be changed in the future to be more potent since the explosion will pretty much just space all the tritium away.
Singularities no longer produce radiation. Now, keeping one is less about making power and more about making a statement, especially since you need to delaminate an SM shard for it.
Why It's Good For The Game
Having power optimized for one generator (SM+Turbine) will allow balancing to be feasible, also oranges wanted this. The other generators may later return but with tweaked values and different roles.
Changelog
🆑
del: Nanotrasen has removed their outdated teslas, singularities, TEGs and Mrs. Pacman generators from their servers and warehouse.
/🆑
* Update Lavaland Syndie Atmos
Expands the syndicate atmos department on the lavaland ruin to accommodate for more complex experiments, adds tier3 canisters and a stack of plasteel to make more, and a bluespace RPED to go along with the boxes of stock parts in storage so that the players can upgrade any machine they make.
I was feeling that the current syndicate base is a bit dated, and I'm planning on doing more changes to the ruin but for now this should suffice.
* update to replace hidden with visible pipe
About The Pull Request
Replaces the normal medbot on the library ship space ruin with the currently unused derelict/"Old Medibot" one.
Why It's Good For The Game
The library ship currently has basically no loot in it, which makes it kind of pointless for most space explorers. It's basically the space equivalent of the sloth ruin (except less obstructive/annoying to encounter). Now there is a special medbot there that you can bring back to Medbay or put on your white ship or whatever, provided that you're willing to drag it behind you all the way to wherever you want to move it to.
Changelog
🆑 ATHATH
balance: The medbot on the library ship is now special.
/🆑
* 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