Cakes and Pies!
Cooking cat once again saves starving spess mens
About The Pull Request
Adds a new healthy pie!
Adds a few more cakes.
image
Why It's Good For The Game
I see that last added cake and or pie was ages ago! No can do at all tis what I say!
So I added in more cakes for you as a feline fine addition to cooking!
More options with different flavors for are crew to noms with is always a good add I would say all are balanced around hardness of crafting them!
Changelog
cl
add: pie and cakes
imageadd: added some icons and images
/cl
About The Pull Request
Changes our current underwear selection to greyscale so you can color them any way you like, just like hair.
Removed duplicate underwear types that only served as a few color options(female_yellow, male_blue, ect.) Underwear with designs are unaffected(female_uk, male_commie, ect.)
Added a new option in dressers to change underwear color.
Changed some underwear names to fit the new option(female_red is now female_lace, ect.)
A9hAqkxgin
If all is well i plan on adding this to undershirts and socks too.
also HUGE thank you to nonfictiongames for the help!!!!
Why It's Good For The Game
More character customization in roleplaying game GOOD
Changelog
cl
add: Underwear can now have any color. (Your character will most likely be nude now so check your prefs!!)
add: Underwear color option in dressers
tweak: changed some underwear names
imagedel: deleted duplicate underwear
/cl
About The Pull Request
See title.
Why It's Good For The Game
Plasmamen get the same welding protection as everyone else, that is with welding helmets, with the same trade-off and negatives. Goggles are rather hard to obtain for most roles, (provided #45460 is reverted, which is kind of ought to be) and plasmamen aren't able to use helmets.
Basically nullifies the concept of using this as flash protection unless used by a particularly quick-witted plasmaman, (or someone willing to always be half-blind) while still offering welding protection.
I might consider re-adding transparent helmets but only if humans wear them, as it doesn't look good on plasmamen, which is the whole point of the helmet.
Changelog
cl
balance: Plasmaman helmets now have welding visors, which can't stack with their torches in the helmet and are visible.
fix: Clicking on the helmet with any item no longer tells you that someone's already drawn a face on it, you can't put infinite faces on it.
tweak: Plasmaman helmets hide masks again, the sprites are no longer transparent. Mind, the original bounty just wanted it so you could see faces through it, not for it to be transparent.
tweak:Plasmaman helmets now have special smile sprites rather than pulling from the EVA one, as the visors are different sizes.
balance: You can't eat through plasmaman helmets anymore.
/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.
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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
* WIP (not working) version of species randomizer in character settings
* Adds a WORKING species randomizer to character settings
* Re-orders random species code to be ahead of random name and random body code.
* Fixes species naming conventions by forcing random name onto those who choose to always be a random species
* Fixes dumb html mistake
* rebase branch
* Revert "rebase branch"
This reverts commit 72e70fe8ccabfa6c750193a57beeec14b30a2533.
* Updated this old code to fork
* gives the clown hugbox
* Clown gets hugbox back
* Removed new boxes, changed box code
* Sorted line spaces
* Removed sauce
* adds "you" to some combat visible_messages.
* more you-messages and attack verbs to present tense.
* small fixes
* more additions and small fixes
* few message tweaks
* Fixes a typo and few other wordings.
* Adds a GPS component. Megafauna no longer needs gps implants.
* Removes commented out code.
* Removes the last internal radio
* I was already wondering why the diff was so small
* Update construction.dm
* Update snacks_sandwichtoast.dm
* Update snacks_other.dm
* Create frozen
* Create recipes_frozen
* Update tgstation.dme
* Add files via upload
* .dm!
* .dm!
* Recomplie
* i said .dm! but not snacks_...
* spaces are bad >_<
* We dont have kiwi?
* Removes/Moves some weirdly placed variables in martial arts. Splits NO_GUNS and CHUNCKY_FINGERS traits.
* Maybe this should actually compile
* c begone
* The map itself
I hope it won't PR on /tg/station immediately.
* ok lavaland monster dmi thank you
"bruh you added two sprites oh shit im about to m-m-m-malfuncti-" *BOOM*
* cabin building stuff
Still need to merge master.
* Ninja's uniform PR got merged.
Good thing I used, like, only one jumpsuit for the entire map. I hope this merges before someone changes winter coats though.
* lmao
* MrDoomBringer forgot a few things
obj/iced_abductor. that's an ayy lmao moment.
Besides that, the block should work. Just don't destroy it before the round begins otherwise you see this: https://i.imgur.com/K3GGnqy.png
Proof that this works: https://i.imgur.com/MxVO0Og.png
* no more claustrophobic medbay
It doesn't look as good as I want it to. It also feels way too fucking cramped.
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
Allows players to obtain monk's frocks and eastern monk's robes from the chaplain vendordrobe.
Why It's Good For The Game
Now that Garen7 has fixed the monk's frock's hood toggle (#45595), it seems only natural that it should be in the chaplain's vendordrobe. Also, the eastern monk's robe wasn't available there either, so this rectifies that issue.
Changelog
cl
tweak: Crewmembers can now obtain monk's frocks and eastern monk's robes from the vendordrobe.
/cl
About The Pull Request
Removes the slowdown from riot suits in an effort to make them more useful to security.
Why It's Good For The Game
Riot suits have for a while firmly sat in the "garbage-tier" for experienced players because slowdown more or less completely obstructs security from doing their jobs as any perp can outrun them. Given Oranges recently expressed a desire for coded changes that make sec less ridiculously vulnerable to tiders and easy to loot, particularly with hallway shoves, I believe making riot armor an actually useful tool to deal with tiders via its innate shove/knockdown immunity could help.
Changelog
cl
balance: Riot suits no longer have slowdown
/cl
About The Pull Request
title.
Why It's Good For The Game
The goal of this is to get rid of the Touch hook for gloves. Currently the only other thing that uses this proc is ninja gloves which I will try to remove at a later date.
Changelog
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code: Gloves of the North Star functionality is now handled by a component.
/cl
Reverts #45475
I thought that this was a jumpsuit sprite that apparently doesn't even exit. Mandela Effect is real, and I transported to a different dimension where everything is the same except that the tie die jumpsuit I was thinking of doesn't exist and there's an obnoxious strobing jumpsuit in its place.
The sprite that this actually is is incredibly obnoxious and should either be stupid expensive or just not in it, so clicking one button is much easier.
About The Pull Request
-You know require medical access to change the medical records with the hud
-Medical/Sec HUD examine now relies on a trait instead of istype checks.
-Removed a shitload of excessive nesting
Why It's Good For The Game
This isn't a full refactor, just a small attempt to make this code slightly more sane and more friendly to work with. I do not intend to fix all the problems this piece of code has (ohh, there are so many of them) with this PR.
Changelog
cl
balance: You now require medical access to change the medical records with a medHUD.
/cl
About The Pull Request
Shuttles no more ruin areas on fly off from moved custom
dock.
If you dock to custom dock, then move custom dock, after fly off shuttle turfs lost its areas, it replaced by space. It ok in space, but bad on lavaland.
Why It's Good For The Game
Gravityless and airless areas on lavalend is bad.
Changelog
cl
fix: Shuttles no more ruin areas on fly off from moved custom
dock.
/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