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Elder Atmosian statue uncraftable? #74534

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iprice opened this issue Apr 5, 2023 · 2 comments · Fixed by #75475, Skyrat-SS13/Skyrat-tg#21261 or TaleStation/TaleStation#5850
Closed

Elder Atmosian statue uncraftable? #74534

iprice opened this issue Apr 5, 2023 · 2 comments · Fixed by #75475, Skyrat-SS13/Skyrat-tg#21261 or TaleStation/TaleStation#5850

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@iprice
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iprice commented Apr 5, 2023

Reporting client version: 514.1589

Round ID:

203201

Testmerges:

Reproduction:

The Elder Atmosian statue no longer seems to be in the crafting menu? Perhaps since the recent UI changes to it?

Or I'm missing a trick, if so, please let me know!

@timothymtorres
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Relevant code:

///////////Elder Atmosian///////////////////////////////////////////
/obj/structure/statue/elder_atmosian
name = "Elder Atmosian"
desc = "A statue of an Elder Atmosian, capable of bending the laws of thermodynamics to their will."
icon_state = "eng"
custom_materials = list(/datum/material/metalhydrogen = MINERAL_MATERIAL_AMOUNT*10)
max_integrity = 1000
impressiveness = 100
abstract_type = /obj/structure/statue/elder_atmosian //This one is uncarvable

Did you use metal hydrogen?

@iprice
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iprice commented Apr 6, 2023

Did you use metal hydrogen?

Yup. And even if I didn't I should still be able to find it in the crafting menu, just not actually craft it? It's just not there at all.

Mothblocks added a commit that referenced this issue May 17, 2023
## About The Pull Request
Fixes #74534 by making
elder atmosian statue craftable. I am not 100% sure if this is the
intended way for it to be able to be made or if it's even the right
amount of materials but if I need to change it please let me know.
## Why It's Good For The Game
Fixing issues is good, having uncraftable things is bad.
## Changelog
:cl:Reality Overseer
fix: makes elder atmosian statue craftable
/:cl:

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
SkyratBot pushed a commit to Skyrat-SS13/Skyrat-tg that referenced this issue May 17, 2023
## About The Pull Request
Fixes tgstation/tgstation#74534 by making
elder atmosian statue craftable. I am not 100% sure if this is the
intended way for it to be able to be made or if it's even the right
amount of materials but if I need to change it please let me know.
## Why It's Good For The Game
Fixing issues is good, having uncraftable things is bad.
## Changelog
:cl:Reality Overseer
fix: makes elder atmosian statue craftable
/:cl:

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
TaleStationBot pushed a commit to TaleStation/TaleStation that referenced this issue May 17, 2023
## About The Pull Request
Fixes tgstation/tgstation#74534 by making
elder atmosian statue craftable. I am not 100% sure if this is the
intended way for it to be able to be made or if it's even the right
amount of materials but if I need to change it please let me know.
## Why It's Good For The Game
Fixing issues is good, having uncraftable things is bad.
## Changelog
:cl:Reality Overseer
fix: makes elder atmosian statue craftable
/:cl:

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Jolly-66 pushed a commit to TaleStation/TaleStation that referenced this issue May 17, 2023
Original PR: tgstation/tgstation#75475
-----

## About The Pull Request
Fixes tgstation/tgstation#74534 by making
elder atmosian statue craftable. I am not 100% sure if this is the
intended way for it to be able to be made or if it's even the right
amount of materials but if I need to change it please let me know.
## Why It's Good For The Game
Fixing issues is good, having uncraftable things is bad.
## Changelog
:cl:Reality Overseer
fix: makes elder atmosian statue craftable
/:cl:

---------

Co-authored-by: RealityOverseer <76832653+RealityOverseer@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
honkpocket pushed a commit to Skyrat-SS13/Skyrat-tg that referenced this issue May 18, 2023
* Makes elder atmosian statue craftable (#75475)

## About The Pull Request
Fixes tgstation/tgstation#74534 by making
elder atmosian statue craftable. I am not 100% sure if this is the
intended way for it to be able to be made or if it's even the right
amount of materials but if I need to change it please let me know.
## Why It's Good For The Game
Fixing issues is good, having uncraftable things is bad.
## Changelog
:cl:Reality Overseer
fix: makes elder atmosian statue craftable
/:cl:

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Makes elder atmosian statue craftable

---------

Co-authored-by: RealityOverseer <76832653+RealityOverseer@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Peliex added a commit to Peliex/tgstation that referenced this issue May 20, 2023
commit be71408
Merge: 6415708 6f13ac6
Author: Niko <20830349+Peliex@users.noreply.github.com>
Date:   Fri May 19 22:11:07 2023 -0700

    Merge branch 'beebetter' of https://github.com/Peliex/tgstation into beebetter

commit 6415708
Author: Niko <20830349+Peliex@users.noreply.github.com>
Date:   Fri May 19 22:10:33 2023 -0700

    fixed relative path issues

commit 6f13ac6
Merge: 2b89615 8d00ac1
Author: Oreo <20830349+Peliex@users.noreply.github.com>
Date:   Fri May 19 18:14:19 2023 -0700

    Merge branch 'master' into beebetter

commit 2b89615
Author: Niko <20830349+Peliex@users.noreply.github.com>
Date:   Fri May 19 17:55:11 2023 -0700

    changed honeycomb to a food item

    honeycomb refactor
    changed all references of /obj/item/reagent_containers/honeycomb to /obj/item/food/honeycomb
    allow reagent grinder to skip processing if the bag is empty
    reagent grinder now accepts honeycomb

commit 8d00ac1
Author: Changelogs <action@github.com>
Date:   Sat May 20 00:21:54 2023 +0000

    Automatic changelog compile [ci skip]

commit a14b490
Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Date:   Fri May 19 18:31:54 2023 -0400

    Fixes master (tgstation#75546)

    ## About The Pull Request

    Fixes skew between tgstation#75440 &
    tgstation#75389 - Due to a repathing.

    ## Why It's Good For The Game

    ## Changelog

commit 127276b
Author: san7890 <the@san7890.com>
Date:   Fri May 19 15:58:39 2023 -0600

    Fixes needless area placements on Lavaland (tgstation#75514)

    We don't need cameras to be placed in the area as long as they're
    connected to a wall in the area, this was just an old workaround that
    never got cleaned up.

commit bef4e10
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sat May 20 09:56:23 2023 +1200

    Automatic changelog for PR tgstation#75516 [ci skip]

commit 9ae0802
Author: san7890 <the@san7890.com>
Date:   Fri May 19 15:55:59 2023 -0600

    Converts Killer Tomatoes to Basic Mobs (tgstation#75516)

    Just another lightweight PR porting over a simple animal to the basic
    mob framework with zero additional AI implementation (it's a killer
    tomato- it spawns into the world to maul you. how much more intricate
    does it need to be?).

commit 8eb354a
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sat May 20 09:01:22 2023 +1200

    Automatic changelog for PR tgstation#75389 [ci skip]

commit 199c250
Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Date:   Fri May 19 17:01:01 2023 -0400

    Reworks gym equipment (tgstation#75389)

    ## About The Pull Request

    Gym equipment are currently ported from Goon code, and I didn't like how
    it currently worked as it was buggy and the code was a mess. I decided
    to just rework how they worked entirely. I left the parts that weren't
    Goon code (like tooltips & deconstruction) alone because it's not goon
    code and I think it's fine that way.

    - Now you buckle yourself to it (like a chair, I didn't like how it
    didn't work like one) and can work out with an action button you get on
    buckle, you can do as many sets as you want, then unbuckle & go.
    - You aren't hardstunned for 8 seconds for clicking on it anymore, you
    aren't flying around because the stun doesn't even last the duration of
    the animation anymore.

    Video demonstration

    https://github.com/tgstation/tgstation/assets/53777086/f5ae86f1-65fb-46c6-8a5f-8f9d9f0548b3

    ## Why It's Good For The Game

    Reworks old code
    Removes un-documented Goon code
    Makes gym equipment less broken than it currently is.

    ## Changelog

    🆑
    qol: Gym equipment was reworked. You now buckle yourself to weight
    machines to use them, rather than clicking on it and getting stunned for
    a few seconds. It also means it works like a chair now.
    qol: Gym equipment no longer breaks a sweat in no gravity.
    /🆑

    ---------

    Co-authored-by: san7890 <the@san7890.com>

commit 4bfaba5
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Sat May 20 06:52:51 2023 +1200

    Automatic changelog for PR tgstation#75488 [ci skip]

commit dfed295
Author: ShizCalev <ShizCalev@users.noreply.github.com>
Date:   Fri May 19 14:52:31 2023 -0400

    Turf Icons Unit Test (tgstation#75488)

    unit tests turf icons to find... well, missing icons. honk.

    fixes tgstation#75372
    corrects a bunch of things messed up in tgstation#65504

    🆑 ShizCalev
    code: Made a new unit test to find turfs with broken/missing icons!
    Rejoice!
    fix: Fixed a bunch of incorrect and missing turf icons.
    /🆑

commit cb24c10
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri May 19 17:18:04 2023 +1200

    Automatic changelog for PR tgstation#75360 [ci skip]

commit e2d4263
Author: Tim <timothymtorres@gmail.com>
Date:   Fri May 19 00:17:27 2023 -0500

    Add extra clothing options to equip mob outfits (tgstation#75360)

    ## About The Pull Request
    This adds some extra clothing categories as options when selecting
    custom uniforms to equip a mob with. There was also a change of one
    letter vars to be more descriptive.

    ## Why It's Good For The Game
    More customization for uniforms.

    ## Changelog
    🆑
    code: Add extra clothing options to equip mob outfits. Replaced many
    one-letter vars in file with better descriptions.
    /🆑

commit 20e26e9
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri May 19 13:32:39 2023 +1200

    Automatic changelog for PR tgstation#75458 [ci skip]

commit cf50ba3
Author: Charlotte <98856144+orthography@users.noreply.github.com>
Date:   Thu May 18 18:31:27 2023 -0700

    Fixes Tramstation Genetics Pen Chasm Dirt (tgstation#75458)

commit ad4a199
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri May 19 13:00:30 2023 +1200

    Automatic changelog for PR tgstation#75503 [ci skip]

commit 033e1b4
Author: Jordan Dominion <Cyberboss@users.noreply.github.com>
Date:   Thu May 18 21:00:08 2023 -0400

    Fix SHOULD_NOT_SLEEP hit in borg adjustable tracer bolts (tgstation#75512)

    See tgstation#75232

commit 1c1f15f
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri May 19 12:56:32 2023 +1200

    Automatic changelog for PR tgstation#75515 [ci skip]

commit 8c70ff2
Author: Profakos <profakos@gmail.com>
Date:   Fri May 19 02:54:00 2023 +0200

    [NO GBP] Adds missing wrappers to request consoles  messages (tgstation#75503)

    ## About The Pull Request

    Request consoles messages and announcement were not trimmed and
    sanitized properly. This PR fixes this, sorry about that.

    Sadly, does not solve tgstation#75494. Is there a proc that trims excess
    whitespace _inside_ messages? There are many places that needs this.

    ## Why It's Good For The Game
    Whitespace after and before texts should be trimmed, and HTML stuff
    should be encoded and stripped properly for safety.

    ## Changelog

    🆑
    fix: fixes request console messages not being trimmed and encoded
    properly
    /🆑

commit e2bc712
Author: san7890 <the@san7890.com>
Date:   Thu May 18 18:52:20 2023 -0600

    Converts Lizards to Basic Mobs (tgstation#75515)

    This was pretty simple since they didn't have too much custom behavior,
    and whatever they did have already had AI behavior. I got really burned
    out the last two times I wrote intricate AI action/decision behaviors so
    I'm just taking it light and doing the bare minimum.

    one day our shackles will be free of the simple animal scourge. they're
    also a bit more intelligent, and i daresay a bit cuter too now.

    also that lizard gib animation has been sitting there for god knows how
    long completely unseen, so let's actually hook it into the mob.

commit bb15a56
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri May 19 12:52:10 2023 +1200

    Automatic changelog for PR tgstation#75473 [ci skip]

commit f992460
Author: Andrew <mt.forspam@gmail.com>
Date:   Fri May 19 03:51:49 2023 +0300

    [NO GBP] Runtimes in mapping helpers (tgstation#75473)

    ## About The Pull Request

    There were some attempts to get an area of an object that is confirmed
    to be null in the condition, which resulted in runtimes when the helper
    couldn't find an object.

    Also ensures that the window spawner places window before the helper
    tries to find it.

    And updates damaged window integrity roll thresholds to guarantee
    cracks.

    ## Why It's Good For The Game

    No runtimes

    ## Changelog

    🆑
    fix: fixed possible issues with apc, airalarm and damaged
    machinery/windows helpers
    /🆑

commit 5974d6d
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri May 19 12:51:31 2023 +1200

    Automatic changelog for PR tgstation#75509 [ci skip]

commit 67b19f0
Author: DaydreamIQ <62606051+DaydreamIQ@users.noreply.github.com>
Date:   Fri May 19 01:51:11 2023 +0100

    Dragon can no longer place their portals outside the station on Tram (tgstation#75509)

    ## About The Pull Request
    So because of some area flag nonsense, space dragon could put down their
    portals pretty much ANYWHERE that was classed as 'The station asteroid'.
    Despite those places also including the little asteroids dotted around
    the edges of the map, this PR removes that possibility.
    ## Why It's Good For The Game
    I don't think it was intended at all for dragon to be able to fly all
    the way to the southwest of tram and hide their portal miles away from
    the station.
    ## Changelog
    🆑
    fix: Space Dragon can no longer place their portals outside the station
    on Tramstation
    /🆑

commit 77e5880
Author: Changelogs <action@github.com>
Date:   Fri May 19 00:19:26 2023 +0000

    Automatic changelog compile [ci skip]

commit aec0124
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri May 19 10:12:24 2023 +1200

    Automatic changelog for PR tgstation#75263 [ci skip]

commit 642722a
Author: Thunder12345 <Thunder12345@users.noreply.github.com>
Date:   Thu May 18 23:04:36 2023 +0100

    Adds a blacklist for putting guns in turrets (tgstation#75263)

    ## About The Pull Request

    Fixes tgstation#75197

    Adds a global list of gun types banned from being added to turrets. Adds
    dueling pistols to the banned list as they can freely round remove
    people when in turrets without the usual restrictions.

    ## Why It's Good For The Game

    Instakill turrets are an undesirable outcome.

    ## Changelog
    🆑
    fix: Dueling pistols can no longer be fitted in turrets to instantly
    kill people.
    /🆑

commit e6275a1
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri May 19 10:04:00 2023 +1200

    Automatic changelog for PR tgstation#75505 [ci skip]

commit c9f0917
Author: Thunder12345 <Thunder12345@users.noreply.github.com>
Date:   Thu May 18 23:02:10 2023 +0100

    Double clicking on your corpse (or something containing it) no longer makes you automatically re-enter it (tgstation#75505)

    ## About The Pull Request

    Removes the check for reentering your body when double clicking on
    things as a ghost.

    ## Why It's Good For The Game

    Perhaps my experience is not universal, but I have never found an
    occasion where I did this and wanted to re-enter my corpse, and
    conversely many occasions where I want to orbit my corpse and find
    myself re-entering it instead.

    Any form of revival will pull you back into your body automatically
    these days and there's no real benefit to being in your corpse, and in
    the rare circumstance someone wants to do this the verb is still
    available.

    ## Changelog
    🆑
    qol: Double clicking your corpse or something containing it as a ghost
    will now orbit as in other cases instead of re-entering your corpse.
    /🆑

commit 442c303
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri May 19 09:56:36 2023 +1200

    Automatic changelog for PR tgstation#75499 [ci skip]

commit 02b32b8
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri May 19 09:56:31 2023 +1200

    Automatic changelog for PR tgstation#75508 [ci skip]

commit 7b6635c
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri May 19 09:56:13 2023 +1200

    Automatic changelog for PR tgstation#75490 [ci skip]

commit 914d344
Author: Fikou <23585223+Fikou@users.noreply.github.com>
Date:   Thu May 18 23:54:44 2023 +0200

    fixes clown planet report (tgstation#75508)

    ## About The Pull Request
    it looked if a typepath was in the list of station traits instead of an
    instance

    ## Why It's Good For The Game
    we did it

    ## Changelog
    🆑
    fix: fixes clown planet report
    /🆑

commit d8dcac2
Author: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Date:   Thu May 18 14:53:46 2023 -0700

    Adjust stowaway changeling requirements to look more like roundstart Changelings (tgstation#75499)

    Copies the weights of roundstart changelings, these were too low and I
    was linked some reasonably low threat rounds on low pop getting them.

    ## Changelog
    🆑
    balance: Adjusted stowaway changeling requirements to be closer to
    roundstart Changelings.
    /🆑

commit 3b5b5bf
Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Date:   Thu May 18 16:53:34 2023 -0500

    Fixes bad call to heretic on research + outdated signal  (tgstation#75490)

    ## About The Pull Request

    - This never got updated from the fully heal refactor
    - Second arg to on research needs to be the heretic datum it's being
    called on

    ## Why It's Good For The Game

    Runtimes

    ## Changelog

    🆑 Melbert
    fix: Ahealing a heretic now properly gives them their heart back
    /🆑

commit 2565063
Author: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Date:   Thu May 18 10:59:34 2023 -0700

    Fixes a tgui say runtime (tgstation#75502)

    ## About The Pull Request
    Oopsie doopsie: Need to send the object, not just a boolean
    ## Why It's Good For The Game
    Fixes a runtime
    ## Changelog
    N/A no player facing

commit d054832
Author: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Date:   Thu May 18 19:53:23 2023 +0200

    Deletes an unused defines file (tgstation#75504)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request

    unused

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and it's effects on PRs in the tgstation guides for contributors. Please
    note that maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. You can attempt to finagle the system
    all you want, but it's best to shoot for clear communication right off
    the bat. -->

    <!-- Both 🆑's are required for the changelog to work! You can put
    your name to the right of the first 🆑 if you want to overwrite your
    GitHub username as author ingame. -->
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    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

    Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>

commit 05cd93e
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri May 19 05:48:30 2023 +1200

    Automatic changelog for PR tgstation#75496 [ci skip]

commit 4a2df9b
Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Date:   Thu May 18 12:48:09 2023 -0500

    Fixes Request Console Announcements (tgstation#75496)

    ## About The Pull Request

    Fixes tgstation#75495 and Fixes tgstation#75492 (?)

    `treat_message` had its arguments changed in tgstation#74775 which skewed with
    tgstation#75067

    ## Why It's Good For The Game

    Bugfix

    ## Changelog

    🆑 Melbert
    fix: Request Console Announcements breaking and reporting "/list"
    /🆑

commit c6b291b
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Fri May 19 03:34:10 2023 +1200

    Automatic changelog for PR tgstation#75501 [ci skip]

commit ff6102a
Author: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Date:   Thu May 18 17:33:00 2023 +0200

    Fixes some TTS setup (tgstation#75501)

    ## About The Pull Request
    Fixes the api not working + instructions

    🆑
    fix: fixed TTS not working when used by local servers
    /🆑

    Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>

commit d25e096
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu May 18 12:52:00 2023 +1200

    Automatic changelog for PR tgstation#75470 [ci skip]

commit a056a2a
Author: YakumoChen <king_yoshi42@yahoo.com>
Date:   Thu May 18 00:51:06 2023 +0000

    Glass bottles can be used as ghetto rolling pins (tgstation#75470)

    ## About The Pull Request

    Glass bottles are long cylinders and functionally identical to a rolling
    pin, so they work as one just in case you're too lazy to go find some
    wood planks, or you're multitasking as the Bartender. Ever so slightly
    slower to use than just getting a normal rolling pin.

    ## Why It's Good For The Game

    Ghetto alternative just in case the librarian is threatening to gut you
    if you keep trying to crowbar the shelves.
    Makes sense from a realistic standpoint and I don't think it'll cause
    any issues with reagents since rollingpin tool use is pretty niche.

    ## Changelog
    🆑
    qol: Bar bottles now work as makeshift rolling pins
    /🆑

commit 551c357
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu May 18 12:47:59 2023 +1200

    Automatic changelog for PR tgstation#75477 [ci skip]

commit d439808
Author: Jacquerel <hnevard@gmail.com>
Date:   Thu May 18 01:47:36 2023 +0100

    Cursed quirk doesn't go away after triggering a single time (tgstation#75477)

    ## About The Pull Request

    Fixes tgstation#75471
    Someone added some optional initialise arguments and forgot to make an
    important one optional, leading to it always setting the "permanent"
    value to "null", which of course evaluates falsily to FALSE.

    ## Why It's Good For The Game

    If you take this quirk you _want_ to be repeatedly pulverised by vending
    machines until your skull pops. We shouldn't deny people their agency.

    ## Changelog

    🆑
    fix: The Cursed quirk will once more plague you with bad luck for your
    entire shift rather than just once.
    /🆑

commit d57719d
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu May 18 12:21:36 2023 +1200

    Automatic changelog for PR tgstation#75489 [ci skip]

commit 82766b7
Author: Changelogs <action@github.com>
Date:   Thu May 18 00:21:13 2023 +0000

    Automatic changelog compile [ci skip]

commit 303cfa3
Author: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Date:   Wed May 17 20:20:08 2023 -0400

    Fixes is_station_level() sometimes behaving erratically if the value provided is more complex than just a variable (tgstation#75489)

    ## About The Pull Request
    I have been debugging this stupid macro for the past nearly five hours,
    to finally figure out why it was breaking. If you had something like `a
    || 0` in what you called the macro with, it would somehow manage to
    break the cache. This makes it far more foolproof, and will ensure that
    it doesn't break here anymore, because debugging this has to be one of
    the biggest pains in my ass I've ever had.

    ## Why It's Good For The Game
    So shit like this

    ![image](https://github.com/tgstation/tgstation/assets/58045821/455122b0-34eb-4ec0-92dd-2775c1f0f878)

    Doesn't end up breaking your CI (or even worse, the game in prod), in
    places unrelated. At least now it shouldn't be overwriting values in the
    cache.

    It shouldn't have to do verification that you're doing the right thing,
    that should be left on the person using the macro because it was meant
    to be faster than a proc call, adding too much verification overhead
    kind of just loses some of that speed.

    ## Changelog

    🆑 GoldenAlpharex
    fix: Makes checks for the station z level more robust against coders
    doing less intuitive stuff, thus protecting it from breaking in weirdly
    difficult and seemingly unrelated places (I'm looking at you, nuke
    cinematic unit test).
    /🆑

commit c6eaefe
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu May 18 08:46:14 2023 +1200

    Automatic changelog for PR tgstation#75156 [ci skip]

commit bc22fef
Author: Helg2 <93882977+Helg2@users.noreply.github.com>
Date:   Wed May 17 23:45:54 2023 +0300

    Adds proper armor for security plasmamen. (tgstation#75156)

    ## About The Pull Request
    It's kinda strange that security plasmamen has no proper armor and you
    can just bully them with bottlesmashes. Literally.
    Also suits had no wound armor for some reason, which considering that
    mold dies without hand kinda silly too.
    And helmets just had no armor besides 1 melee armor.
    ## Why It's Good For The Game
    Plasmamen security won't die that easilly. I mean, still easy to kill
    them, but not that much.
    ## Changelog
    🆑
    balance: Security Plasmamen now have Security armor. No bullying them
    with bottlesmashes anymore.
    /🆑

commit 857fd68
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu May 18 06:45:12 2023 +1200

    Automatic changelog for PR tgstation#75474 [ci skip]

commit 2a06092
Author: RealityOverseer <76832653+RealityOverseer@users.noreply.github.com>
Date:   Wed May 17 13:44:51 2023 -0500

    Fix Photographs (tgstation#75474)

    ## About The Pull Request
    Fixes tgstation#74869 by adding a 1
    to the width and height for the borders of photos which fixes the bug.
    Upon examining the code it seems like clone_area is found via size_x/y *
    2 + 1 while the height and width of the photos were only set to size_x/y
    * 2.
    ## Why It's Good For The Game
    When you take a photo you expect to be able to see the content of the
    things in the photo.
    ## Changelog
    🆑Reality Overseer
    fix: fixed photographs having black borders in photos
    /🆑

commit 22917e4
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Thu May 18 01:52:39 2023 +1200

    Automatic changelog for PR tgstation#75475 [ci skip]

commit 475d5b9
Author: RealityOverseer <76832653+RealityOverseer@users.noreply.github.com>
Date:   Wed May 17 08:52:18 2023 -0500

    Makes elder atmosian statue craftable (tgstation#75475)

    ## About The Pull Request
    Fixes tgstation#74534 by making
    elder atmosian statue craftable. I am not 100% sure if this is the
    intended way for it to be able to be made or if it's even the right
    amount of materials but if I need to change it please let me know.
    ## Why It's Good For The Game
    Fixing issues is good, having uncraftable things is bad.
    ## Changelog
    🆑Reality Overseer
    fix: makes elder atmosian statue craftable
    /🆑

    ---------

    Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

commit 487d535
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 17 15:42:08 2023 +1200

    Automatic changelog for PR tgstation#75493 [ci skip]

commit 3be0032
Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Date:   Tue May 16 22:41:46 2023 -0500

    Fixes screwed up latejoin roll checks (tgstation#75493)

    ## About The Pull Request

    Messed up changing this to an early returns, results in latejoins
    triggering much earlier than they should be.

    ## Why It's Good For The Game

    Oops

    ## Changelog

    🆑 Melbert
    fix: Latejoins triggering before the minimum time set
    /🆑

commit f526f45
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 17 14:27:53 2023 +1200

    Automatic changelog for PR tgstation#75002 [ci skip]

commit 2845c98
Author: Rhials <Datguy33456@gmail.com>
Date:   Tue May 16 22:26:40 2023 -0400

    Adds a revolutionary conversion stinger (tgstation#75002)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request

    Adds an antagonist gain stinger for Revolutionaries, created with
    inspiration from the obsessed/traitor conversion sounds.

    https://user-images.githubusercontent.com/28870487/235028674-170a4f9e-a873-4938-a700-536f005e539f.mp4

    Raw audio:

    https://cdn.discordapp.com/attachments/440978216484732934/1101964419203862548/revolutionary_tide.ogg

    _A distant, hypnotic whistling. The heavy footfalls and clamoring voices
    of an approaching crowd. The unstoppable revolutionary tide breaks its
    waves upon an unsuspecting station._

    I wanted to try and make something that felt like it fit in with the
    other antagonist stingers we already have. Let me know what you think!

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    ## Why It's Good For The Game

    Gives a bit more flavor, and helps set the mood for the upcoming
    bloodbath.

    <!-- Argue for the merits of your changes and how they benefit the game,
    especially if they are controversial and/or far reaching. If you can't
    actually explain WHY what you are doing will improve the game, then it
    probably isn't good for the game in the first place. -->

    ## Changelog

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and it's effects on PRs in the tgstation guides for contributors. Please
    note that maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. You can attempt to finagle the system
    all you want, but it's best to shoot for clear communication right off
    the bat. -->

    🆑
    sound: Revolutionaries now have their own stinger that plays upon
    becoming that antagonist.
    /🆑

    <!-- Both 🆑's are required for the changelog to work! You can put
    your name to the right of the first 🆑 if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

commit 1cc5859
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 17 14:19:26 2023 +1200

    Automatic changelog for PR tgstation#75431 [ci skip]

commit aa74657
Author: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Date:   Tue May 16 19:19:04 2023 -0700

    Tgui say v1.1 (tgstation#75431)

    ## About The Pull Request
    "It's better! I promise!"

    When I wrote it, I was inexperienced and pretty angry. Not that I'm any
    better of a person now, but the code should be. I consolidated instead
    of relying on heavy abstractions. I simplified logic and wrote more
    tests.

    The result should look and feel much more like intended. The bundle size
    is reduced by ~43%. Types are much stricter. The logic and css classes
    are much more precise.

    No major style changes yet
    ![Screenshot 2023-05-15
    003339](https://github.com/tgstation/tgstation/assets/42397676/edeabdcf-5cc6-44ba-9e98-9015bb863547)

    ## Why It's Good For The Game
    Less javascript is better, and being even a few fractions of a second
    faster might make better gameplay
    ## Changelog
    🆑
    refactor: Tgui Say is rewritten, becoming "much more performant". Hey,
    that's what it says on the tin! I'm not from marketing!
    fix: Tguisay drag zones are now ever so slightly larger around the
    corner of the window
    fix: Pressing one of the chat open keys (T/Y/M/O) will no longer change
    channels if it's already open
    /🆑

commit ec7b9fe
Author: Changelogs <action@github.com>
Date:   Wed May 17 00:22:13 2023 +0000

    Automatic changelog compile [ci skip]

commit 2e85cb1
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 17 11:58:43 2023 +1200

    Automatic changelog for PR tgstation#75381 [ci skip]

commit dd51161
Author: Hoolny <84478872+SethLafuente@users.noreply.github.com>
Date:   Tue May 16 16:58:22 2023 -0700

    Fixes spiderlings having no density (tgstation#75381)

    Basically making it so they stop other big creatures and each other from
    moving
    ## About The Pull Request
    they block each other and bigger mobs they arent meant to structure
    spiderlings didn't do this for a reason
    ## Why It's Good For The Game
    @san7890 made spiderlings from a structure to a mob great change but
    they forgot a few things such as
    1.Make it so spiderlings don't get tangled on webs (not fixed)
    2. Make it so spiderlings speak spider and not galactic common ( fixed)
    3. Make it so spiders don't have density ( This PR)

    This is good for the game because creatures that are floor critters much
    like roaches and mice shouldn't block full big mobs like humans other
    spiders or each other (Also this is literary how it was before San just
    forgot to add it)

    ![image](https://github.com/tgstation/tgstation/assets/84478872/7a3c7f8c-48d3-4168-a6b3-96628132d5f9)

    ![image](https://github.com/tgstation/tgstation/assets/84478872/eb612ddc-01a8-490c-8125-ae8c721f2aaa)

    ## Changelog
    🆑
    fix: fixes spiderlings having density
    /🆑

commit aacada3
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 17 11:21:45 2023 +1200

    Automatic changelog for PR tgstation#75392 [ci skip]

commit eb16b39
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 17 11:21:09 2023 +1200

    Automatic changelog for PR tgstation#75469 [ci skip]

commit 54523c8
Author: Helg2 <93882977+Helg2@users.noreply.github.com>
Date:   Wed May 17 02:15:12 2023 +0300

    Makes fire blossoms glowy. (tgstation#75392)

    ## About The Pull Request
    They have bioluminescence trait as endershrooms, but don't glow like
    endershrooms.
    That's how it looks when grown:

    ![image](https://github.com/tgstation/tgstation/assets/93882977/65aa33ba-3b8e-4ad8-a347-d44f256a15f8)
    And it has a weaker light when it's harvested:

    ![image](https://github.com/tgstation/tgstation/assets/93882977/7c1ec59d-624d-44cc-bf42-5e850e625ba6)
    ## Why It's Good For The Game
    It's cool.
    ## Changelog
    🆑
    add: Fire Blossoms are now glowy.
    /🆑

commit d2d46ec
Author: Jacquerel <hnevard@gmail.com>
Date:   Wed May 17 00:13:01 2023 +0100

    Blobs and Kudzu are killed by chasms. (tgstation#75469)

    ## About The Pull Request

    Fixes tgstation#75451
    Originally I just whitelisted them because they're structures that are
    supported by their surroundings... but there's still the theoretical
    scenario where it has expanded over a reasonably large chasm and then
    becomes almost impossible to remove because you can't easily get at the
    ones in the middle, and it would be "levitating" after you cut off
    everything around the edge.

    So instead this adds a trait which restores the original behaviour of
    chasms where they delete stuff which falls into them and applies it to
    Blobs and Kudzu.

    ## Why It's Good For The Game

    It's a very niche scenario but "expanding structure falls into abstract
    chasm storage" causes issues where it potentially keeps processing in
    there and there isn't much you can do about it.
    Maybe there's other stuff that commonly falls into chasms we'll decide
    that we want to delete instead of keeping in pools now that you can just
    slap a trait onto something to do it, future consideration.

    ## Changelog

    🆑
    fix: Blob and Kudzu tiles which expand into chasms will now be correctly
    destroyed by the chasm.
    /🆑

commit 6937b88
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 17 11:11:40 2023 +1200

    Automatic changelog for PR tgstation#75463 [ci skip]

commit 5a830ab
Author: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com>
Date:   Wed May 17 02:11:12 2023 +0300

    Russian(and another) chat keybindings fix. (tgstation#75463)

    ## About The Pull Request

    This PR solves the problem with entering a server with a different (from
    English) layout and not being able to use chat binds.
    so far, alas, you need to re-login with the English layout.
    https://i.imgur.com/WjixRVv.mp4

    ## Why It's Good For The Game

    Resolves an issue for servers based on this build.

    ## Changelog
    🆑 Vishenka0704
    fix: fixed different from english keyboard layout to use tgui chat
    /🆑

commit b9cf465
Author: ShizCalev <ShizCalev@users.noreply.github.com>
Date:   Tue May 16 19:09:55 2023 -0400

    uses correct helper for light_cameras() sanity check (tgstation#75455)

    Touched it in tgstation#75302, just being explicit about what's intended here.

commit 7523885
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 17 11:08:44 2023 +1200

    Automatic changelog for PR tgstation#75457 [ci skip]

commit cb62fe8
Author: Fikou <23585223+Fikou@users.noreply.github.com>
Date:   Wed May 17 01:08:24 2023 +0200

    morgue trays can now be emagged (tgstation#75457)

    ## About The Pull Request
    you can emag morgue trays disabling the alarm system

    ## Why It's Good For The Game
    keeps your enemies dead :J

    ## Changelog
    🆑
    add: You can emag morgue trays to disable their life alerts.
    /🆑

commit 3f926a6
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 17 11:02:30 2023 +1200

    Automatic changelog for PR tgstation#75459 [ci skip]

commit 835952c
Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Date:   Tue May 16 18:02:10 2023 -0500

    Drunk slurring scales based on how drunk you are (tgstation#75459)

    ## About The Pull Request

    The strength of the slurring effect drunkness applies on you now scales
    based on how drunk you are.

    Being "a little" drunk still changes your saymod, and makes you
    occasionally slur your words...

    ![image](https://github.com/tgstation/tgstation/assets/51863163/1b21b359-a1f9-428a-8e10-d2028ac59728)

    But being "a lot" drunk kicks it up to 11

    ![image](https://github.com/tgstation/tgstation/assets/51863163/9d593c80-75ff-4d02-8e7c-e48c738154bb)

    Additionally, drunk slurring was separated into "generic slurring" and
    "drunk slurring", the former which does not scale but less closely
    resembles drunkness. Generic slurring is used in places such as
    concussions, so this is an added bonus.

    As a result of the split, I had to update mind restoration. Now it heals
    all types of slurring, which does include cult slurs.

    ## Why It's Good For The Game

    I, and many other people, always found it very annoying when you became
    completely illegible from taking one sip of a drink. This seeks to amend
    that by making low levels of drunkness still for the most part be
    legible and sane. Average drunkness is roughly the same / equal to the
    old slurring effect, while "very drunk" is even more illegible and silly
    (which I find funny).

    This has the added bonus of separating out "drunk slurring" and "generic
    slurring", allowing effects to slur your words without going full ham on
    drunkness (burping and "huhh"s).

    ## Changelog

    🆑 Melbert
    add: When you are drunk, the strength of your slurring now varies based
    on how drunk you are. Being "a little drunk" only rarely slurs your
    words, being average drunk is the same as the old effect, while being
    very drunk now slurs your words even more.
    add: Some non-alcohol sources of slurring, such as concussions, now give
    "generic slurring" rather than "drunk slurring", which less resemble
    being drunk (ie, no burping).
    add: Mind restoration now heals ALL slurring, rather than only drunk
    slurring (which includes cult / heretic slurring).
    /🆑

commit 0ed67b2
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 17 06:01:06 2023 +1200

    Automatic changelog for PR tgstation#75450 [ci skip]

commit 562f522
Author: ShizCalev <ShizCalev@users.noreply.github.com>
Date:   Tue May 16 14:00:01 2023 -0400

    Recharger refactor (tgstation#75450)

    fixes

    ![image](https://github.com/tgstation/tgstation/assets/6209658/ef887bd0-293f-4b76-b38e-d5d5c580c2a7)

    also better varedit support

    🆑 ShizCalev
    refactor: Recharger code was modernized a little & will now properly say
    how much charge you have in a power pack.
    /🆑

commit 144aa25
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 17 05:57:37 2023 +1200

    Automatic changelog for PR tgstation#75465 [ci skip]

commit 32784db
Author: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
Date:   Tue May 16 13:57:17 2023 -0400

    Fixes "There's a tree in space" adventure (tgstation#75465)

    ## About The Pull Request

    Removes the enter effect that set your confusion to 9999 on the epilogue
    page
    Having confusion over 30 would send you to the page where you have to
    either give up or press a button until your confusion goes back under
    30. However setting it to 9999 was very confusing as there is no
    indication how exactly much confusion you had, so players would be
    sitting there pressing the button over and over again not realizing they
    were only at like 9643 confusion and had to press it hundreds of more
    times.
    Anyway, that doesn't matter since even if they pressed all those buttons
    and got back to the epilogue, they would just be sent right back to this
    confusion page after getting confusion set to 9999 again. So it was
    impossible to beat.

    Fixes tgstation#75427

    Also makes JSON prettier

    ## Why It's Good For The Game

    Now you can actually beat the adventure

    ## Changelog
    🆑
    fix: fixed "There's a tree in space" adventure being impossible to beat
    /🆑

commit d7746fc
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Wed May 17 00:03:32 2023 +1200

    Automatic changelog for PR tgstation#75144 [ci skip]

commit fe9012d
Author: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Date:   Tue May 16 17:33:09 2023 +0530

    Adds general helper proc for processing atmos based on it's turf air contents (tgstation#75144)

    ## About The Pull Request
    Fixes this
    ![Screenshot
    (186)](https://user-images.githubusercontent.com/110812394/235907166-7c62503a-994b-4b5d-a3ae-ca61326fc5b4.png)

    Caused by this

    https://github.com/tgstation/tgstation/blob/c8982bfb1cd103539d0be86689f40a023dbb7f22/code/modules/atmospherics/machinery/air_alarm/_air_alarm.dm#L305

    Scrubbers will now call ` atmos_conditions_changed()` which starts
    processing based on the turf air contents which indirectly calls
    `should_atmos_process()` with the correct values. The same helper has
    been applied to the atmos sensitive component as well and other places

    ## Changelog
    🆑
    fix: runtime when turning scrubber's on via  the air alarm UI
    refactor: `atmos_conditions_changed()` now starts atmos processing based
    on it's turf air contents
    /🆑

commit 399e590
Author: orange man <61334995+comfyorange@users.noreply.github.com>
Date:   Tue May 16 20:55:58 2023 +1200

    Automatic changelog for PR tgstation#75079 [ci skip]

commit 0bace67
Author: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Date:   Tue May 16 03:53:55 2023 -0500

    Some Bolt-Action Fixes (sniper rifle mag manip independent of bolt, among other things) (tgstation#75079)

    - because pipeguns can no longer misfire, removes the code relevant to
    cleaning them with a cloth
    - the above makes it so that you can insert/remove a sniper rifle's
    magazine regardless of bolt open/close status, which is neat
    - also nudges some code around so that affixing a bayonet or whacking
    your gun with any item no longer spams it with "can't jam!" or "bolt
    closed!"
    ## Why It's Good For The Game
    less random irrelevant popups, and also the magazine on sniper rifles
    thing just kind of irked me
Gboster-0 pushed a commit to Gboster-0/Monkestation2.0 that referenced this issue Feb 8, 2024
## About The Pull Request
Fixes tgstation#74534 by making
elder atmosian statue craftable. I am not 100% sure if this is the
intended way for it to be able to be made or if it's even the right
amount of materials but if I need to change it please let me know.
## Why It's Good For The Game
Fixing issues is good, having uncraftable things is bad.
## Changelog
:cl:Reality Overseer
fix: makes elder atmosian statue craftable
/:cl:

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
dwasint pushed a commit to Monkestation/Monkestation2.0 that referenced this issue Jun 1, 2024
…1179)

* Fixes redundant code & runtime in RPD (tgstation#74949)

## About The Pull Request
1. `pre_attack()` was defined twice, removed one
2. `attackby()` does the exact same thing as `pre_attack()` for
installing upgrades so removed that
3. Fixes runtime
![Screenshot
(180)](https://user-images.githubusercontent.com/110812394/233941512-c2e23e40-cd53-4ed4-87be-59bcaea373d3.png)
When you attempt to unwrench a pipe via the RPD but you interrupt the
`do_after()` proc by moving. it doesn't need to crash but simply return
if unwrenching was unsuccessful see
`/obj/machinery/atmospherics/wrench_act()`

## Changelog
:cl:
refactor: removed duplicate `pre_attack()` & redundant `attackby()`
procs which did the same thing
fix: unnecessary crash when unwrenching pipes/devices with the RPD
/:cl:

* RPD Speeds Tweak (tgstation#74619)

Lowercased RPD name and lowered the speeds for building atmos pipes/devices, reprogramming stuff and destroying stuff
atmos 0.5s -> 0.3s
reprogram/destroy 0.5s->0.3s
Why It's Good For The Game

QOL for atmos, makes big atmos/engi projects more viable
Loose pipes/devices don't even have gas in them no point in taking a lot of time to destroy them, they don't cost any materials to make either so nothing is wasted

This especially helps with fixing huge explosions since that leads to 50 pipe fittings being spammed everywhere and takes ages to clean up
Changelog

cl
qol: Lowered the atmos build, reprogram, and destroy delays on the RPD
/cl

* manual tgstation#75052 to the RPD

* Pipe Dispenser UI tweaks (tgstation#75540)

RPD:
<img width="398" alt="g6iMANATn2"
src="https://github.com/tgstation/tgstation/assets/3625094/a6b986d0-fa7f-4f67-89df-6d62505e1e50">

Pipe dispenser machines:
<img width="398" alt="eBxH3wMlPu"
src="https://github.com/tgstation/tgstation/assets/3625094/cc49c3c2-dad6-40da-9e63-b2f0a20fa893">


GIF:

![dreamseeker_LN0XizcPi9](https://github.com/tgstation/tgstation/assets/3625094/c8e639d2-48d1-4a71-a8f7-b55300007203)

## About The Pull Request

Updated RPD UI for:

- Bigger color buttons
- Faster selection of pipe type

## Why It's Good For The Game

Less clicks and missclicks when working with RPD

## Changelog

:cl:
qol: RPD and Pipe Pispenser UI tweaks for better navigation
code: RPD and Pipe Dispenser UI now on TS
/:cl:

* [NO GBP] Fixes Plumbing RCD (tgstation#75621)

![image](https://github.com/tgstation/tgstation/assets/3625094/c046222f-9766-4d14-8538-40aabdd15645)

## About The Pull Request

Fixes tgstation#75618 

Regression after tgstation#75540 

I didn't know that it reuses some components of RPD when I updated its
UI. It led to layers breaking UI.

## Changelog

:cl:
fix: Plumbing RCD UI fixed
/:cl:

* Air alarm helpers (tgstation#74997)

Replaces air alarm variants with directional alarms and corresponding
helper overlays, similar to APCs.

![image](https://user-images.githubusercontent.com/3625094/234709656-fac3d5c3-af04-496a-a28a-a3ca8d7e854f.png)

Less var edits, easier management.

:cl:
qol: Mapping: Air alarm variants replaced with corresponding helpers
/:cl:

* Connect air alarm to air sensor (tgstation#75187)

## About The Pull Request

To control vents and scrubbers in ordinance, burn and engine chambers,
mappers extend the area outside of the walls towards a tile where they
place the air alarm.

With this PR, they can now assign `chamber_id` to an air alarm and
connect to the chamber with an air sensor. There is a new map helper for
this.

Also, this connection can be done manually. You need to click on a
sensor with a multi-tool, then unlock certain air alarm, and click with
a multi-tool on it. This action will link sensor to an air alarm,
reporting gas mixture from the sensor tile and giving control over the
vents and scrubbers of the sensor's area.

### TLDR

Before:
<img width="718" alt="ordnance_before"
src="https://user-images.githubusercontent.com/3625094/236577769-5d79871f-2dce-43be-a20a-e6669bfbc1c6.PNG">

After: 
<img width="638" alt="ordnance_after"
src="https://user-images.githubusercontent.com/3625094/236577786-3c7e9c9f-1501-4747-bbe1-292fc4947b0d.PNG">

This is how the area is setup on meta station right now vs if it was
setup with a link

![image](https://user-images.githubusercontent.com/3625094/236578327-531cfb6f-e0ac-4c03-927f-f5b05b9c74ab.png)

This is also true for the supermatter chamber - you can make the air
alarm display the gas mix in the actual chamber and avoid using mapping
area hack there too.
<img width="954" alt="supermatter_after"
src="https://user-images.githubusercontent.com/3625094/236578528-4650b426-6bf0-4634-a5b0-cad7a50d5b01.PNG">

## Why It's Good For The Game

The area hack is no longer needed and you can place air alarm to control
certain remote area wherever you want when you design a map. Even 3 air
alarms next to each other controlling 3 different burn chambers.

The air alarm will also report the gas mix on the actual tile of a
sensor, instead of the gas mix before the air alarm, which is usually a
normal habitable environment.

Also, now you can build such chambers manually because there are no
precise area editing tools available in-game to repeat the area hack.

## Changelog

:cl:
add: Air alarms can be connected to an area remotely via air sensor with
multi-tool and corresponding access
qol: Mapping: Added air alarm helper to link air alarm with certain
chamber_id on map load
/:cl:

* New air alarm sprite take two (tgstation#75262)

![dreamseeker_3knwrXrSzO](https://user-images.githubusercontent.com/3625094/236828432-605f6c0a-10da-4e98-9c03-87931bc46704.gif)


![image](https://user-images.githubusercontent.com/3625094/236829631-c566d82b-90cc-400d-8565-0374282d5319.png)

## About The Pull Request

Reopen of tgstation#74932 

Resprites the air alarm and adds a new sprite that will be needed for an
air alarm that is remotely connected to a sensor via tgstation#75187

Also fixed air alarm not checking air status on power change.

## Why It's Good For The Game

Newer, more compact sprite. 

It will make it easier for map makers to stack remotely connected air
alarms on a tile to make an air monitoring wall.

## Changelog

:cl:
image: New air alarm sprite
fix: Air alarm properly updates status when powered
/:cl:

* [NO GBP] RPD UI tweaks (tgstation#75900)

![image](https://github.com/tgstation/tgstation/assets/3625094/6cb8384f-8d95-4821-9a4f-f38c57c1b4bd)


![image](https://github.com/tgstation/tgstation/assets/3625094/f54ad14d-35ae-411f-a197-69378cbee264)

## About The Pull Request

The recent changes were aimed at better UX, yet there were reports about
their flaws.

This PR should address some of the concerns.

The Devices tab was reduced, creating a new tab for Pumps and Valves,
called "Binary" (perfect timing for such tab 🤭) No scrolling required
now.

Also moved options to the left side for less mouse movements and
consistency with RCD and Plumbing RCD.

## Why It's Good For The Game

Better UI according to feedback from the main users - atmos techs.

## Changelog

:cl:
qol: RPD UI: Devices split in two categories, options are aligned to the
left
/:cl:

* Makes elder atmosian statue craftable (tgstation#75475)

## About The Pull Request
Fixes tgstation#74534 by making
elder atmosian statue craftable. I am not 100% sure if this is the
intended way for it to be able to be made or if it's even the right
amount of materials but if I need to change it please let me know.
## Why It's Good For The Game
Fixing issues is good, having uncraftable things is bad.
## Changelog
:cl:Reality Overseer
fix: makes elder atmosian statue craftable
/:cl:

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Hot Stuff(Igniter's & Sparkers) are buildable. (tgstation#75722)

## About The Pull Request

**1. Igniter's**
Those things which you see in atmospheric's incineration chamber &
ordanance lab used to ignite gases, they can now be crafted

![Igniter](https://github.com/tgstation/tgstation/assets/110812394/e59bfffb-2717-4d12-891f-0231f7ba5e7f)

  - **Interactions**
     a) attack with hand to turn it on/off
b) use a multitool to change it's ID(how that's useful? keep reading)
     c) use welding tool to deconstruct it

**2. Sparker's**
No they aren't a new thing, you probably woudn't have noticed them but
it's this thing in xenobiology lab for example, and you use the button
to turn it on
![Screenshot
(235)](https://github.com/tgstation/tgstation/assets/110812394/66009c31-9655-45a5-b9c3-017673cda04c)
They function the same as igniter's(i.e. combust gases) except as the
name implies they emit spark's to get the job done

These can now also be made in the autolathe as a wall mount

![Sparker](https://github.com/tgstation/tgstation/assets/110812394/46392fde-0d27-455a-8a32-087f954a6385)
Yup just stick it on a wall and your done

 - **Interactions**
a) use a multitool to change it's ID(how that's useful? keep reading)
     b) use welding tool to deconstruct it

 To turn this on see the last section

**3. Ignition Switch Controller**
These function just like blast door controller's except they can control
only sparker's & igniter's

Also printable in autolathe

![Controller](https://github.com/tgstation/tgstation/assets/110812394/b378f7f1-3059-4865-8645-0c5a9b5c4011)

 - **How it work's(or a reminder if you already know)**
   a) First use multitool on sparker/igniter to set their ID's
b) Use multitool on this controller to set it's ID to be the same as
your sparker/igniter ID. If the igniter, sparker & this controller all
share the same ID you can use this controller to turn all device's
on/off at once
   c) stick it in a button frame & close
   d) use button

Hot Stuff


https://github.com/tgstation/tgstation/assets/110812394/8b59a71e-8992-428e-a629-5c371b5c0c3d

Ok so really what's the actual difference's between an igniter & sparker
1. Igniter's are built on the floor while sparker's are mounted on
wall's
2. Igniter's have `max_integrity = 300` while sparker's have it s normal
`max_integrity = 100` so yeah igniter's are more durable than sparker's
3. Igniter's keep the turf hot continuously as long as it's on so they
take up power continuously, so their operation cost is high whereas
sparker's emit spark's only once and use power only that one time so
they are cheaper to operate

**Why it's good for the game**
Make your own combustion chamber professionally and not in an improvised
way. Honestly I'm tired of seeing people chuck in lit welding tool's/
Zipo lighter's to ignite the gases and we loose those item's so yeah now
we have the tool's to do it the right way

## Changelog
:cl:
add: Igniter's can be crafted
add: Spraker's can be printed in the autolathe
add: ignition controller can be printed in the autolathe
/:cl:

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

* Air Sensor are Craftable, Removed from RPD UI, Have New Linking System (tgstation#75869)

## About The Pull Request

**1. Craftable & Removed from RPD UI**

1. Air sensor's are now craftable
2. You can turn them on/off with hand. Even though turning off the
sensor will change it to a diffrent type[from `obj/machinery/air_sensor`
-> `obj/item/air_sensor`] it's I/O port's are sill preserved when
turning them on although you have to assign it a new name again which is
usefull if you want to change the sensor's purpose in game.
3. They can now only be deconstructed by a welding tool and should be
wrenched in place to turn them on.
4. Turned off air sensor's once unwrenched can be picked up like any
regular item
5. Air sensor's are removed from the RPD UI because they don't go with
pipes so it logically doesn't make sense to group them with pipe related
device's

Removed unused code in the process



https://github.com/tgstation/tgstation/assets/110812394/3439a0f3-9c48-43ac-8f4b-98135435ec13

**2. New ID System**
The problem with air sensor's is that each sensor is assigned a unique
ID which is then stored in `GLOB.objects_by_id_tag` list. Each sensor
name it's assigned based on the gas it's trying to sense(for naming only
even though it can detect other gases) So if 2 sensor's having the same
ID are made they will overwrite each other in this list leaving one
sensor orphaned in the world which cannot be referenced because it's
value was overwritten by a new sensor having the same ID in this list.

The Solution? Rather than having all atmos computer's look up sensor's
from this 1 global list make each computer keep track of all sensor's
it's responsible for in it's own local list[which i called
`connected_sensor's`] this way 2 sensor's can have randomly generated
names in the global `GLOB.objects_by_id_tag` list but the computer will
know what sensor to look up in this list based on the stored sensor ID's
in the `connected_sensor's` list

Basically what i am getting at is now you can make as many air sensor's
as you wish but you will know have to connect that sensor to the
computer using a multitool.
Notice in the video how i made 2 sensor's called `Supermatter Chamber
Sensor's`] and every time you try to connect an sensor which has the
same name[`Supermatter Chamber Sensor's` in this case] they will
ovewrite the old sensor in it's list as shown in the video



https://github.com/tgstation/tgstation/assets/110812394/b5283c3b-c8a1-4b94-a6a8-8ba7a0007615


**Why it's good for the game**
![Screenshot
(247)](https://github.com/tgstation/tgstation/assets/110812394/6a7eb501-4414-4f01-a6ef-3e9b70f4af06)

I agree. Also air sensor's taking up a full Tab/Section in the RPD UI
wasted a lot of UI space so that's removed now. Also making the air
sensor's wrenchable and pickable item's was also requested in
tgstation#72019 (comment)
so you relate them to device's like meter's

Another huge issue was that the number of air sensor's you can make in
the world was limited because each sensor in the world must have a
unique ID but that's finally fixed now so yeah make as many sensor's as
you want.

## Changelog
:cl:
add: air sensor's are craftable
refactor: air sensor's can now be turned off by hand and can only be
deconstructed by a welding tool
refactor: removed `Params()` proc
qol: unwrenched air sensors can be picked up & recycled like regular
item's
del: air sensor are removed from the RPD UI
qol: air sensor's are no longer restricted by their unique ID's which
mean you can craft as many air sensors as you want.
/:cl:

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>

* RPD mouse wheel layer change checks for actually holding the RPD (tgstation#76319)

## About The Pull Request
Fixes mousewheel changing the selected piping layer when the RCD is
in-hands, but not in the active hand.
Also dmdocs, changes some var names, grammar checks some stuff and adds
balloon alerts when installing the wrench upgrade and reprogramming a
pipe.
Removes `activate()` proc that was just a `playsound()`, makes the sound
used for that a define here so it's obvious why's the sound being played

## Why It's Good For The Game
Closes tgstation#54844 (it was fixed at some point actually so you couldn't
mousewheel to change layers on an RPD on your belt slot, but the in-hand
inconsistency remained)
Code's a little cleaner
Installing an upgrade's a little more obvious

## Changelog
:cl:
fix: fixed RPD switching layers on mousescroll when not in active hand
qol: installing an RPD wrench upgrade & reprogramming a pipe via RMB
produces a balloon alert
/:cl:

* tgstation#76788 comment

* Transit Tube Fix and New Rotator Disposal Pipe (tgstation#77843)

## About The Pull Request
Fixes flipped transit tube stations being inaccessible and adds a new
rotator disposal pipe which rotates the incoming atom 90 degrees no
matter which direction the atom comes from.

![promo](https://github.com/tgstation/tgstation/assets/25363960/3cdb75f6-0540-4797-9972-935fae37db58)
## Why It's Good For The Game
Adds new disposal pipe usage for cool projects and fixes a bug.
## Changelog
:cl:
add: New rotator disposal pipe.
fix: Flipped transit tube stations are now accessible in the RPD again.
image: New rotator disposal pipe sprite.
/:cl:

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Allows RPD Upgrade Disks to be installed by hand (tgstation#79343)

## About The Pull Request
Closes tgstation#79301

Saw this PR, realized how much this annoyed me whenever I played. Not a
hard fix either, since RCD's were a perfect example.
(In the future perhaps items that use upgrades like this could have one
base type of disk, and a component for 'upgrade_disk_tool', but that's
way, WAY out of my experience. Just something I noticed between the RPD
and RCD disks.)


![ApplicationFrameHost_cfnBFrRVWv](https://github.com/tgstation/tgstation/assets/76465278/fbe5784e-ce5d-45b5-a5e5-5dfbfef93fdf)

One on the Left already has the upgrade. Neither try to double-install
it! (Shown for posterity)

Ones on the right are installed both ways. One, the RPD on the Disk. The
other, the Disk on the RPD!

---

Actual PR changes:
- New proc on the RPD called `install_upgrade()` - If the upgrade disk
isn't installed, it installs it onto the RPD and deletes the disk. So,
the same as the RCD one, but fewer checks since the RPD's got a lot
fewer disks. But, easier to add new ones now.
- Since `install_upgrade()` is a thing, the attack chain's code for how
RPD's originally got upgraded is now much shorter. It still functions
the same, though - nothing was removed in this PR!
- Adds an attackby check - if the RPD's attacked by an upgrade disk it
will try to `install_upgrade()`. So basically, what RCD's have.
## Why It's Good For The Game
Consistency between the RPD and RCD upgrade-wise. The RPD's other method
of installing (hitting the disk WITH the RPD) still works, but now
players used to the RCD won't get confused.
## Changelog
:cl:
qol: The RPD now accepts upgrade disks inserted by hand, as well as
their original method of hitting the disk with the RPD
/:cl:

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* manual tgstation#79792 comment

* Instant Delete Pipes with RPD (tgstation#80049)

## About The Pull Request
Lets you instantly delete pipes/atmos devices with the RPD rather than
wait 0.2s
## Why It's Good For The Game
Playing atmos is a pain because of how time consuming it is, 0.2s adds
up. It's especially annoying if a bomb goes off and you have to click on
every single little loose pipe/heatpipe/device and wait to get rid of
them
## Changelog
:cl:
balance: Deleting and reprogramming pipes/devices with RPD is now
INSTANT!
/:cl:

* tgstation#80025 comment (holy fuck TG, this is the third time you are changing this disks icon path. yall okay?)

* monkestation fixes

* Epic RPD Update: Multiple Pipe Layers With 1 Click (tgstation#80073)

Adds a button to RPD tgui that lets you build multiple pipe layers with
the RPD with 1 click
Saves a lot of time when using multiple layers, especially all 5, and is
very useful for SM setups and other convoluted atmos contraptions

https://github.com/tgstation/tgstation/assets/46101244/04993fee-7b35-483f-8cb1-a8b58ff1246a

🆑
qol: You can now build multiple pipe layers with the RPD, with just 1
click!
/🆑

Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>

* fixes

* updates tha ruin

* monkestation disposal sprite rework my beloved

* fixes

* force updates the _maps folder to prepare for an update via scripts

* map updates via scripts

* true upstream merge

* runs update paths, just in case

* buh

* fixes the plumbing device

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: RealityOverseer <76832653+RealityOverseer@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: Comxy <tijntensen@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
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