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Bye bye animal hospital. #45070

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haukeschuemann
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@haukeschuemann haukeschuemann commented Jul 8, 2019

About The Pull Request

Removes the animal hospital ruin and replaces it with some generic green greens patch of land.

Also replaces the footstep sounds from water with the lava sounds. Sounds better than sand imo, but not ideal.

Why It's Good For The Game

The animal hospital is probably the most silly ghostrole in the game. There's no proper gameplay except seeking to get back to the station or being some kind of non flavourful hermit. I have yet to see anyone use this ruin for anything except a free respawn (bad) or to just suicide 3 minutes later (also bad). In addition to that it takes up a lot of space that miners could otherwise use for actual gameplay.

alright

I decided to replace it instead of just removing because some lavaland variety is indeed needed. It's a, in comparison, fairly compact ruin and gives players the ability to create unprecedented amounts of headcanon.

Changelog

🆑
add: A new ruin has been added to lavaland. Go explore!
del: The animal hospital on lavaland collapsed into a lavastream in an unfortunate accident. NT promised to send aid to the many goliath babies that can't get proper medical care now.
/:cl:

@tgstation-server tgstation-server added Config Update Time to bother the headadmins for three months to get your config applied Feature Exposes new bugs in interesting ways Map Edit Thank you for your tile-placing service. It's always appreciated. Removal This was too fun, too fun! I'm turning this feature around labels Jul 8, 2019
@knacker48
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Wait your taking the hospital out and not the beach bums?

@ghost
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ghost commented Jul 8, 2019

The animal hospital did have a bunch of weapons people looted. Does this have anything interesting in it?

@haukeschuemann
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What interesting weapons? The animal hospital had a stunprod, a saw and lazarus. Nothing miners wouldn't normally have access to.

@ghost
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ghost commented Jul 8, 2019

theres a sawn off double shotgun and some ammo in one of the lockers

@knacker48
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@py01 Correction, you use the saw to turn the normal shotgun into a sawn off

@haukeschuemann
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haukeschuemann commented Jul 8, 2019

Right, forgot about the shotgun. I think miners will be able to survive without it and the medkits they sometimes steal.

Oh, and yes, no good loot here except the lightgeists that heal you. (which I forgot to implement, thanks for indirectly reminding me)

@fludd12
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fludd12 commented Jul 8, 2019

Maybe, rather than having pre-spawned lightgeists, have a tree in the center that works like the lightgeist spawn crystal? It'd still give ghosts something to do, and in a way that makes ghosting again a non-issue. It'd also tackle the "issue" of miners suddenly not having a medkit supply to raid, which I'm sure there will be no small amount of NaCl over.

@ExcessiveUseOfCobblestone
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miners looted it for the meds (which is really more of a reason to remove it imo)

@dr-bee
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dr-bee commented Jul 8, 2019

Will this green patch have oxygen? because those butterflies are going to die pretty quick without it.

@haukeschuemann
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Butterflys are edited to survive without air.

@zxaber
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zxaber commented Jul 8, 2019

Will they? The Pride's Mirror ruin (I think it's Pride) is full of butterflies that usually escape when you open the door, and they just sorta chill all round.

@haukeschuemann
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Yes, normal butterflys die on lavaland.

@haukeschuemann
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Oh, since I don't actually have water in this, tell me if I should atomize the footstep noises for water. Since I think that change is fairly uncontroversial, I don't think it's really that needed.

@necromanceranne
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I looted the hospital for the shotgun actually. The meds were an added bonus.

@HomocidlePancakes
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Never looted the meds as a miner, just the gun. It's more ueful for ashwalkers tbh

@cacogen
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cacogen commented Jul 8, 2019

it takes up a lot of space that miners could otherwise use for actual gameplay.

This is a dumb reason. Lavaland is full of empty space that isn't used for anything. Realistically none of the ruins get used in the way they were intended, which is roleplay I guess. Just loot, exploration for people who haven't been there before and a chance to get back to the station for ghosts.

I like this ruin but I don't see any reason to remove the animal hospital when there are other shitty, pointless ruin spawns (beach bums, crash landing survivor, that station in space nobody ever repairs because of how tedious it is).

@YakumoChen
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beach bums have a dance machine though, worth spawning or walking in just to take a break from everything else

@anconfuzedrock
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the hospital was a reference to a fucking admin quote that I'm fairly sure nobody remembers
nobody should have any reason to miss this thing

@Trilbyspaceclone
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Why not add a golden apple to the middle?

@dee-dubya
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I don't think I've ever seen someone spawn into the animal hospital on purpose. Maybe throw a sawn-off behind a tree somewhere to keep the miner mains happy?

@FantasticFwoosh
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Pandering and bargaining to keep maybe the one loot feature people would like shows how little people actually care for the animal hospital's ruin concept.

I appreciate the change, maybe a puddle or something added could improve its status as a oasis, I really don't care about lightgiests at all and i think they'll just get KO'd by lavaland wildlife/megafauna because they dont share a common mob-faction-group.

@Shadowflame909
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Hopefully, I gain enough coder expertise to just revamp shitty antag metagamers/respawner ruins.

I want more mini-boss battles. Having them be player-controlled would be pretty cool as well.

@OverlyGeneric
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Lightgeists seem quite jarring for the an Earth-like enviroment.

I always thought of lightgeists coming from the folds of bluespace or better known as the Realm of the Chaos God.

On another note, rip bluespace dislocated animal veterinarian lore.

@ExcessiveUseOfCobblestone ExcessiveUseOfCobblestone merged commit 572be7e into tgstation:master Jul 12, 2019
Dennok pushed a commit to Dennok/Dennok_tgstation that referenced this pull request Jul 24, 2019
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Lowers jetpack speed boost (tgstation#44777)

* Lowered jetpack speed boost

* -1 is now -0.25

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weak (tgstation#44894)


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Automatic changelog generation for PR tgstation#44894 [ci skip]
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Decrease BYOS cost to 2500 (tgstation#45083)

* Decrease BYOS cost to 500

About The Pull Request:
Pretty self explanatory. Changes the cost of the Build your own Shuttle from 5000 to 500.

Why It's Good For The Game:
It's completely ludicrous to have a shuttle that has to be called within the first 10 minutes of the shift cost more funds than the station starts with. However, considering it comes with supplies and has certain benefits, it definitely shouldn't be free or give money either. This corrects the overcorrecting done with the previous BYOS balance change.

   🆑 DeeDubya
   tweak: Decreased the cost of the BYOS from 5000 to 500, making the shuttle a realistic option once more. Have fun!
   /🆑

* Update shuttles.dm

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Fixes surgery runtime. (tgstation#45042)

* fixes surgery runtime

* ?

* Update surgery.dm

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Fixes experimentally cobbisected techwebs, and prevents it from happening again (tgstation#45096)

* fix techwebs

* proper fix

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Fix unreliability of dmdoc GitHub links

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Fixes whitespace issues with human and cult rune examines (tgstation#45094)

* cult runes

* humans

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Lets the kinetic crusher be one-hand carried (tgstation#45110)

* Onehands, need sprites.

* onehand icons, light action.

* light fix

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Changes how disease biotypes are added (tgstation#45099)

* Makes inorganic biology and necrotic metabolism work immediately.

* Uhhh dont need that.

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drinksprites (tgstation#45088)


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Convert some code docs into the auto doc format (tgstation#45101)

* Document datum, area,atom and some of the mob code

* Update

* Documented mob_helpers poorly

* Brief treatise on mob movement iself

* sdfasdf

* Add title to treaties

* Move readme file for say

* more say stuff for mobs

* Document login and status procs

* Add some goddan links like a boss

* Document some atom vars

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Removes slaughterlings. (tgstation#45087)


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Paperplanes no longer delete their paper twice. (tgstation#45074)

* Paperplanes paper

* yeah you're right. I'm wrong

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Fixes revolvers being spun when they fail to spin (tgstation#45092)


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Makes nuclear particles no longer give toxin damage directly. (tgstation#44990)

* Makes nuclear particles do stamina instead of toxin.

* Update nuclear_particle.dm

* Makes xray beams and nuclear particles roll for rad armour.

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Changes PKM examine (tgstation#44897)

* Changes PKM to use screwdriver to remove modules

<!-- 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
Uses a screwdriver instead of the crowbar(????) to remove modules from it

<!-- 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
Its more intuitive and a lot more consistent with other upgrades and weapons, which use a screwdriver. Also the imagine of using a massive crowbar to pry out a module, whilst funny, isn't really ideal.

<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->

## Changelog
:cl:
tweak: PKM now uses screwdriver to remove modules
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. -->

* Update kinetic_accelerator.dm

* Update kinetic_accelerator.dm

* Update kinetic_accelerator.dm

* Rrrrrreview

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Automatic changelog generation for PR tgstation#44897 [ci skip]
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blocks shove knockdown is now a clothing flag. (tgstation#45107)

* blocks shove knockdown is now a clothing flag.

* comment only commit

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Welpsies.

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2

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comment fix

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let's hope this define works fine

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Automatic changelog generation for PR tgstation#45111 [ci skip]
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Better conscription kit, public lavaland mining vendor (tgstation#45089)

* Better conscription kit, public lavaland mining vendor

* no includes plx

* Removes pickaxe, adds seclite.

* Removes the cargo crate.

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Cyborg intro quips animations. (tgstation#45091)

* Animated cyborg symbols

* intro quips

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Makes the abductor healing gland more interesting (tgstation#44903)

* Makes the abductor healing gland more interesting

* Implant rejection

* .

* no vomit for blood regen

* Update code/modules/antagonists/abductor/equipment/glands/heal.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

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Automatic changelog generation for PR tgstation#44903 [ci skip]
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Swarming component now gets deleted properly. (tgstation#45108)

* ? It's worth an attempt.

* attempt 2

* attempt 3

* attempt whatever

* attempt whatever and 1

* attempt whatever + 2

* return

* Update code/datums/components/swarming.dm

Co-Authored-By: MrPerson <spamtaffic@gmail.com>

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nerfs hunger events (tgstation#45114)


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Automatic changelog generation for PR tgstation#45114 [ci skip]
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fixes liver? (tgstation#45067)


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actually removes byo shuttle timer (tgstation#45124)


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Bye bye animal hospital. (tgstation#45070)

* byebyeanimalsurgeons

* here we go

* config

* removesbeach

* a bit more compact

* updates some vars

* fixes walls getting destroyed by other generation stuff

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fixes bola weirdness (tgstation#45127)


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Fixes preference update runtime. (tgstation#45106)


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PDA now accepts ID card when in inventory (tgstation#45037)

* id card pda

* cleanup

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Automatic changelog generation for PR tgstation#45037 [ci skip]
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Swappers can no longer be sent  on cargo shuttle. (tgstation#45133)


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Automatic changelog compile, [ci skip]

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Adds stats to creation/destruction of cleanable decals and trash on station (tgstation#44989)

* Adds stat tracking to mess on station

* Checks for maint to make sure stats aren't counting maint trash which is irrelevant to the janitor

* adds mapload arg to init

* asdasd

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Disables adjust on burial garb

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Fixes clockwork armor armor

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Fixes gravitokinetic guardian effect lasting after death

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Documentation
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Fixes runtimes when eyeless mobs are hit by paper planes and last resort

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qm
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hos
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cmo
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rd
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cap
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ce
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hop
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budget
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budget
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budget
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budget
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budget
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properly uses up mindshield implant on unconvertables

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shuttle_manipulator load fix

shuttle_manipulator on load now send shuttle to transit

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fixes self repair runtime (tgstation#45065)


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fixes runtimes related to trash in nullspace (tgstation#45160)


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Stacking Status Effects (tgstation#44964)

* magic numbers in saw_bleed moved to class definition

* more saw bleed abstraction

refactors p2

various stacking effect refactors

saw bleed refactors again

moves stacking status class to status_effect.dm

misc stacking changes and documentation

reverts saw_bleed functionality to original

better var names, var name fix

removes extra proc

more sane handling of application

removes unused define

changes saw bleed back to original form

* another proc that can be ovverriden for falling stacks

* fixes path

* simpifies some checks

* feedback fixes

* spelling

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Runtimes fixes (tgstation#44885)

* fix meter work on un initialized pipe

* fix runtime in process_cell

whet it try to call to wrong type turf

* fix roundstart runtime in debug sungery disc

*  fix return_air() runtime

Runtime in pipes.dm, line 52: Cannot read null.air

* s

* Update surgery.dm

* Update pipes.dm

* Update meter.dm

* Update LINDA_turf_tile.dm

* Disable atmos processing in outer border on load.

* Update map_template.dm

* Update map_template.dm

* Update map_template.dm

* Update pipes.dm

more runtimes for good of runtimes

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Automatic changelog compile, [ci skip]

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Fix cargo BZ price exploit (tgstation#45145)

Costs 4000, sells at 7496.83. Now costs 8000.
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Fix scanning mutated seeds expending their value (tgstation#45158)

a little bit of dry run for all my thirsty gamers! 💦💦💦💦
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Add assimilation bans (#45149)


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Remove the VTEC module (tgstation#45147)

VTEC is currently broken (as in, completely non functional) and, quite
frankly, it wouldn't be very healthy for the game if it weren't. A -2
speedmod is no joke. What's more fun than no damage slowdown borg?
That's right, one with a movespeed -2 modifier.
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Automatic changelog generation for PR tgstation#45147 [ci skip]
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Chameleon ID and PDA improvements (tgstation#45113)

Chameleon IDs and PDAs will automatically update names and icons when
changing disguise. They will also change the displayed job when
switching outfits with the chameleon combo-action.

Chameleon IDs and PDAs reset to the default name if their appearance
changes and need to be updated manually to display the proper label,
which seems like a waste of time to me. Changing the entire chameleon
loadout is very sneaky and setting the appropriate job on the ID and
PDA makes it sneakier.
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Automatic changelog generation for PR tgstation#45113 [ci skip]
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Add a new Emergency Shuttle, Transport Zeta (tgstation#45100)

Adds a new abductor themed shuttle to the game, available for 8k 
credits! The shuttle is only unlocked after alien technology has been 
researched!

The shuttle offers some unique items and layout compared to others 
currently available. Two singular entrances with the brig in the back 
means security needs to walk prisoners to the brig area to secure them. 
Unique unlock mechanism encourages either bringing alien tech back from 
Lavaland or stealing some from an abductor.

A few unique items aboard, including alien tools, the experimental 
cloner, and a void core can provide interesting opportunity if utilized 
in the window of time that the shuttle is on station.
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Automatic changelog generation for PR tgstation#45100 [ci skip]
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Hacking APC alert status now uses newest icon for APC

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Automatic changelog generation for PR tgstation#45170 [ci skip]
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Job specific ID cards (tgstation#45112)

* Job based IDs attempt one

* This doesn't actually work

* Back to overlays

* The Comment Section

* Cached flat icons

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Automatic changelog generation for PR tgstation#45112 [ci skip]
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Makes luxury shuttle more user friendly (tgstation#45084)

* makes luxury shuttle more user friendly

* Makes it so change is placed in-hand, slimes aren't told to pull something when they can't and dragged IDs override worn IDs so a bank account is looked for on them instead

* Makes it so if the change doesn't go into a human's hands, they will be pulling it behind them instead.

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Automatic changelog generation for PR tgstation#45084 [ci skip]
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Change networked fibers blob color to brown (tgstation#45131)

The old color (almost white) was too similar to a dead blob.
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Automatic changelog generation for PR tgstation#45131 [ci skip]
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Run npm audit fix

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Compile tgui

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Proper lefhand chainsaw sprites

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Automatic changelog generation for PR tgstation#45159 [ci skip]
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Gives the HOP a ticket machine (tgstation#45095)

* Adds a ticket machine to the HOP's office so you can keep track of unruly hoardes of greyshirts while giving the clown all access.

* Fixes a logic error

* Whoops

* Idiot proofing

* Pt 2.

* Me make code less shit

* Fixes more badcode

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Automatic changelog generation for PR tgstation#45095 [ci skip]
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Reorders the items and weapons dmi. (tgstation#45128)

* Reorders the file

* Take 2

* Whoopsie

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Automatic changelog generation for PR tgstation#45128 [ci skip]
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Fixes potted plant damage.

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Automatic changelog generation for PR tgstation#45168 [ci skip]
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Uncurse take_damage and document obj_defense.dm (tgstation#45146)

The original take_damage proc defined vars for no good reason had some 
duplicate code and wasn't very readable.

If you are wondering why it calls obj_break every time it takes damage 
while below integrity_failure, that's the way it used to be. Most (if 
not all) stuff that takes advantage of this functionality already 
accounts for this.
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Automatic changelog generation for PR tgstation#45146 [ci skip]
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Tiny sound code tweak for bleed status effect (tgstation#45162)

I forgot to request these changes before merging the blood stack 
changes. Just changes the sound volume to 100 (it's capped to this 
anyways), and replaces the 1 with a TRUE def.
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Makes undeads and androids have no metabolism (tgstation#44846)

About The Pull Request

Added two new traits, TRAIT_NOMETABOLISM and TRAIT_TOXIMMUNE. Does what it says on the tin, making livers not process reagents at all (except liverless reagents) and gives immunity to toxin damage. Species with NOMETABOLISM spawn with no liver (NOLIVER is now redundant and has been removed). This trait also prevents liver failure damage, for obvious reasons.

These traits have been given by default to androids (artificial, they were already immune to chemical healing anyway), zombies (who have their own regeneration) and skeletons (milk still works).

Other changes:

    Species' handle_reagents proc now fires before checking for metabolization, so species can process chems even when liverless.
    Removed the calcium healer trait, making it into a species handle_reagents check for each affected species (skeletons, plasmamen, bone golems). Skeletons now also heal burn damage from milk, since it's one of the few forms of healing they have available.

Note:
These traits should logically be applied to plasmamen and golems, but i intentionally left them out for now since it would be a significant balance shift, and there should be a proper alternative way of healing them first.
Why It's Good For The Game

Balances the significant benefits of being undead with a significant negative: being immune to chemical healing. Since zombies don't really rely on it and androids were already heal-immune, this mostly affects liches, and i believe it should be fine: considering that the main point of the spell is the resurrection mechanism, the space, gas, pierce, and heat/cold immunity they also gain should be counterbalanced by having a harder time recovering from injuries.

There is also a silver lining to having this trait: poison immunity. Effectively this is a buff to androids and zombies, the latter especially because they can no longer process mutation toxins. While this tactic is creative, it also trivializes a very expensive investment of TC. I might still add a liverless way to apply mutation toxins later on, but zombies shouldn't be effectively one-shot by a syringe gun.
Changelog

cl
add: Androids, skeletons and zombies no longer metabolize reagents. As such they no longer benefit from healing reagents, nor are affected by poisons and toxins.
add: These species are now also immune to any other form of toxin damage.
tweak: Milk now also heals burn damage for skeletons.
/cl
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Automatic changelog generation for PR tgstation#44846 [ci skip]
# This is the commit message tgstation#121:

Automatic changelog compile, [ci skip]

# This is the commit message tgstation#122:

Automatic changelog compile, [ci skip]

# This is the commit message tgstation#123:

Fixes interaction between job-based IDs and agent cards (tgstation#45176)

* Job IDs and agent card fixes combined

* Fixes random wallet icons being visible

# This is the commit message tgstation#124:

Wallet QOL improvements (tgstation#45178)

* Wallet name includes displayed ID
Adds Alt-click to remove it

* Use regular altclick if it's in storage

# This is the commit message tgstation#125:

Automatic changelog generation for PR tgstation#45178 [ci skip]
# This is the commit message tgstation#126:

Lollipop rework (tgstation#45153)

* Fixed branch

* added missing comma

* removed from vending

# This is the commit message tgstation#127:

Automatic changelog generation for PR tgstation#45153 [ci skip]
# This is the commit message tgstation#128:

Replaces the slime extract in the clown biodome with a superlube sprayer. (tgstation#45134)


# This is the commit message tgstation#129:

Automatic changelog generation for PR tgstation#45134 [ci skip]
# This is the commit message tgstation#130:

Species important for life (tgstation#45179)

* important to live items

* outfit

* autodoc

* comment change

* return

# This is the commit message tgstation#131:

Automatic changelog generation for PR tgstation#45179 [ci skip]
# This is the commit message tgstation#132:

[READY] Contractor Hub (tgstation#45117)

* Contract Hub + Pinpointer + more contracts

* Show rep

* Better errors

* Dynamic hub

* Bug fixes

* Show items

* No html in desc

* compile

* contractor support

* limit

* allow limits of 1

web edit

* Equip and send partner + turf helper

* working reinforcements

* Cleanup

* removing debug

* blackout

* test

* Working buttons

* no debug

* prelight

* finalized interface

* better fit

* hub icon

* conflict

* text

* error

* kit tweaks

* items

* fixup

* fixup

* bugfix

* ui fix

# This is the commit message tgstation#133:

Automatic changelog generation for PR tgstation#45117 [ci skip]
# This is the commit message tgstation#134:

baseturf_helper fix (tgstation#44937)

* Update mapping_helpers.dm

* up

* up

* mod baseturf_helper

to have baseturf_to_replace = /turf/baseturf_bottom

* ups comma

* up

* Revert "up"

This reverts commit 7fb8a2e.

* up

* Revert "up"

This reverts commit e2e3db5.

* Revert "Revert "up""

This reverts commit eff83a9.

* Revert "up"

This reverts commit 7fb8a2e.

* Revert "ups comma"

This reverts commit 5829dd9.

* Revert "mod baseturf_helper"

This reverts commit f5a1c7f.

* Update mapping_helpers.dm

* Update mapping_helpers.dm

* Update mapping_helpers.dm

* Update mapping_helpers.dm

# This is the commit message tgstation#135:

Automatic changelog generation for PR tgstation#44937 [ci skip]
# This is the commit message tgstation#136:

fixed surgery being broken how did nobody notice this LOL (tgstation#45182)


# This is the commit message tgstation#137:

Automatic changelog generation for PR tgstation#45182 [ci skip]
# This is the commit message tgstation#138:

Sentient disease cures consistently harder, fixes uncurable diseases (tgstation#45148)

* Sentient disease cures consistently harder.

* Some comments.

* comment update.

# This is the commit message tgstation#139:

Automatic changelog generation for PR tgstation#45148 [ci skip]
# This is the commit message tgstation#140:

Mining Base Changes: Less empty office, more stuff, stuff that used to be is back (tgstation#45166)

* Changes to Mining Base to make it better, brings back the old storage closets

* Yes

* Changes lockers to locked, labels the cameras correctly

* does what cabby wanted

* fixed an oopsie

# This is the commit message tgstation#141:

Automatic changelog generation for PR tgstation#45166 [ci skip]
# This is the commit message tgstation#142:

Improving upon the Metastation bar design (tgstation#45169)

* Ok Work Redone

* Airalarm & Firelock moved, Windows added, newscaster added

* Puts the preperation table in a better place

* Adds a extra table and swaps for r-tables

# This is the commit message tgstation#143:

Automatic changelog generation for PR tgstation#45169 [ci skip]
# This is the commit message tgstation#144:

Fixes MMI's hearing cult chat sometimes. (tgstation#45187)

* Fixes MMI's hearing deadchat somtimes.

* Alright, less safe but also less expensive safety net.

# This is the commit message tgstation#145:

Fixed supply shuttle safety warning (tgstation#45164)

The safety warning preventing players from reaching centcom did not include any mention of cyborgs or the AI which however still trigger the warning.
# This is the commit message tgstation#146:

Automatic changelog generation for PR tgstation#45164 [ci skip]
# This is the commit message tgstation#147:

Gateway exiling counts for assassination/mutiny objectives (tgstation#45120)

* exiling someone via gateway now counts properly for mutiny/assassination objectives

* papers please

* ninja changes

* removes redundant else, istype

# This is the commit message tgstation#148:

Automatic changelog generation for PR tgstation#45120 [ci skip]
# This is the commit message tgstation#149:

Automatic changelog compile, [ci skip]

# This is the commit message tgstation#150:

Adds SHOULD_CALL_PARENT to Destroy() (tgstation#45188)

Timers, signals, and components need to know when the thing they're 
attached to is getting destroyed or bad things happen. Since any datum 
can make use of these every destroy needs to call parent.
# This is the commit message tgstation#151:

Add autodocs and linting tags to elements (tgstation#45189)


# This is the commit message tgstation#152:

Random pixel shift for dropped/thrown objects (tgstation#45155)

* pixels

* offset for any throw, critical bedsheet bugfix

* nyeh

* might as well (autodoc)

* renamed proc

* removed redundant src

* moved call from dropped() to dropItemToGround()

* handles storage dumping, customizable max offset

* adjusted values

* inline

# This is the commit message tgstation#153:

Automatic changelog generation for PR tgstation#45155 [ci skip]
# This is the commit message tgstation#154:

Automatic changelog compile, [ci skip]

# This is the commit message tgstation#155:

Clown Mutation (Clumsy) and Wizard Mutations can no longer be cured. (tgstation#45201)

* no mutadone cure

* no loop

* oops

* mutation fix

# This is the commit message tgstation#156:

Automatic changelog generation for PR tgstation#45201 [ci skip]
# This is the commit message tgstation#157:

Automatic changelog compile, [ci skip]

# This is the commit message tgstation#158:

Fix hitting unpowered ORM (tgstation#45203)

Now unpowered ore redemption machine can be attacked.
# This is the commit message tgstation#159:

Automatic changelog generation for PR tgstation#45203 [ci skip]
# This is the commit message tgstation#160:

Singlecard description change (tgstation#45205)

Changed the description for a single (playing) card to be more accurate.
# This is the commit message tgstation#161:

Automatic changelog generation for PR tgstation#45205 [ci skip]
# This is the commit message tgstation#162:

Ratvar callback no longer fires if item deleted by damage taken (tgstation#45215)


# This is the commit message tgstation#163:

fixes an incorrect area on donut

# This is the commit message tgstation#164:

Automatic changelog generation for PR tgstation#45223 [ci skip]
# This is the commit message tgstation#165:

Fixes (tgstation#45210)


# This is the commit message tgstation#166:

Automatic changelog generation for PR tgstation#45210 [ci skip]
# This is the commit message tgstation#167:

Medipen and regen cores can now be used in hand (tgstation#45161)

* Medipen and regen cores can now be activated in hand.

* Autodoc

* Old regen core description.

* Cyborg proc begone

* cleanup, no tk shenanigans.

* Removed unusable pen.

* better return.

# This is the commit message tgstation#168:

Automatic changelog generation for PR tgstation#45161 [ci skip]
GoryMoon pushed a commit to Ravenholdt/hdstation that referenced this pull request Oct 25, 2020
* byebyeanimalsurgeons

* here we go

* config

* removesbeach

* a bit more compact

* updates some vars

* fixes walls getting destroyed by other generation stuff
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Config Update Time to bother the headadmins for three months to get your config applied Feature Exposes new bugs in interesting ways Map Edit Thank you for your tile-placing service. It's always appreciated. Removal This was too fun, too fun! I'm turning this feature around
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