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another draft pr for plasmaman #2

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another draft pr for plasmaman #2

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Description

Description.


TODO

  • Task
  • Completed Task

Media

Example Media Embed


Changelog

🆑

  • add: Added fun :D
  • tweak: Tweaked fun
  • fix: Fixed fun!
  • remove: Removed fun :(

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github-actions bot commented Nov 23, 2024

RSI Diff Bot; head commit 67cf147 merging into 613eb05
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/Clothing/Hands/Gloves/Envirogloves/plasma.rsi

State Old New Status
icon Added

Resources/Textures/Clothing/Head/Envirohelms/atmos.rsi

State Old New Status
icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/captain.rsi

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icon-flash Added
icon Added
off-equipped-HELMET Added
on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/cargo.rsi

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icon-flash Added
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on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/ce.rsi

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icon Added
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on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/chaplain.rsi

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on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/chemist.rsi

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on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/clown.rsi

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on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/cmo.rsi

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on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/commander.rsi

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on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/coroner.rsi

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on-equipped-HELMET Added

Resources/Textures/Clothing/Head/Envirohelms/engineering.rsi

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Resources/Textures/Clothing/Head/Envirohelms/geneticist.rsi

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Resources/Textures/Clothing/Head/Envirohelms/hop.rsi

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Resources/Textures/Clothing/Head/Envirohelms/hos.rsi

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Resources/Textures/Clothing/Head/Envirohelms/hydroponics.rsi

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Resources/Textures/Clothing/Head/Envirohelms/intern.rsi

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Resources/Textures/Clothing/Head/Envirohelms/janitor.rsi

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Resources/Textures/Clothing/Head/Envirohelms/librarian.rsi

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Resources/Textures/Clothing/Head/Envirohelms/medical.rsi

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Edit: diff updated after 67cf147

DrSmugleaf and others added 20 commits January 18, 2025 18:39
* Add mapping editor (Simple-Station#757)

* Remove mapping actions, never again

* Cleanup actions system

* Jarvis, remove all references to CM14

* Fix InventoryUIController crashing when an InventoryGui is not found

* Rename mapping1 to mapping

* Clean up context calls

* Add doc comments

* Add delegate for hiding decals in the mapping screen

* Jarvis mission failed

* a

* Add test

* Fix not flushing save stream in mapping manager

* change

* Fix verbs

* fixes

* localise

---------

Co-authored-by: DrSmugleaf <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
Co-authored-by: metalgearsloth <[email protected]>
Co-authored-by: Pieter-Jan Briers <[email protected]>
The F3 coords manager is blocked if you're not an admin. This check happened even when playing a replay, where you actually aren't. There's now a check to make sure you are actually server-connected-to-game before running the logic.

Also moved it to a manager because this *shouldn't be a bloody entity system in the first place*.
fixes the "missing layer" error

Co-authored-by: slarticodefast <[email protected]>
<!--
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# Description

Adds Cohiba Robusto cigars from SS13 for our heavy smoker HoS.

---

# TODO

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
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I'll think something up one day

---

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<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/4093972f-a421-4912-903f-f8fc67730c6a)

</p>
</details>

---

# Changelog

<!--
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in the changelog (ex: `:cl: Death`)
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:cl:
- add: Added Cohiba Robusto cigars
- tweak: Tweaked nicotine amounts in cigars, smoke longer
angelofallars and others added 30 commits January 25, 2025 19:27
Plasmamen gone WOKE??
Plasmamen more like PlasmaTHEY
Taken from: Fansana/floofstation1#501

<!--
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-->

# Description

<!--
Explain this PR in as much detail as applicable

Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
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Adds the Batonbot and the Disablerbot. Both of these will idle around
until they encounter hostile wildlife, such as angry slimes, and will
then liberally apply their respective weapon until the threat is no
more.

The Batonbot has a weakened version of the Baton, applying 15 less
Stamins damage and only 4 burn damage
The Disablerbot uses the SMG Disabler bullet with a significant spread
at a fire rate of 1
This means that both of them are less powerful than a normal baton or
disabler.

They are built with:
- Proximity Sensor
- Security Helmet
- Stunbaton/Disabler
As such requiring co-operation from Security to construct.

Also included are Spawners, for if we want them on stations on
round-start.

The recipes necessitated a few new tags, which have been marked with #
Floofstation, along with the reason they were added to the entities.

---

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<details><summary><h1>Media</h1></summary>
<p>



https://github.com/user-attachments/assets/8e6c9861-004c-4138-abcc-f0fe203ed9d0



https://github.com/user-attachments/assets/7c7cd08d-3c8e-4896-8f25-ce8cd5a4fb0e



</p>
</details>

---

# Changelog

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:cl: Timfa
- add: Add Batonbot
- add: Add Disablerbot

---------

Co-authored-by: stellar-novas <[email protected]>
# Description

Ports MODsuits from Goobstation PR
Goob-Station/Goob-Station#1242. The PR author
has confirmed that he is okay with me doing this.

---

# TODO

- [X] Port in sprites
- [x] Port in YMLs
- [X] Port code
- [x] Port code PATCHES
- [x] Update EE with required fixes

---

<details><summary><h1>Media</h1></summary>
<p>

## Modsuit crafting


https://github.com/user-attachments/assets/8ff03d3a-0fc1-4818-b710-bfc43f0e2a68

## Modsuit sealing


https://github.com/user-attachments/assets/6671459a-7767-499b-8678-062fc1db7134

</p>
</details>

---

# Changelog

:cl:
- add: Modsuits have been ported from Goobstation!

---------

Signed-off-by: Eris <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Hate having to use the same buffer for pills? Want sorting and container
solutions for output? No need to wait _any_ longer! A brand new pill
buffer, a sort feature _for_ the new pill buffer **and** you have your
amount buttons back!

Showcase:
https://ptb.discord.com/channels/1218698320155906090/1218698321053356060/1332224976803074123

🆑
- add: A new ChemMaster experience has been granted to the people of
Einstein Engines. Includes a pill buffer!
# Description

I have incredibly vivid memories from SS13 over a decade ago. In
particular, every time the Supermatter delaminated, one of the Engineers
would inevitably end up heroically sacrificing themself by walking
directly into the supermatter core in order to drag the crystal to
space. This was made only possible because the engineering suits made
you immune to fire damage. It's currently not possible for engineers to
do this, since fire damage is ABSURD, and having an 80% reduction to 400
damage per second is still death in less than 3 seconds.

So this PR corrects the injustice. Now the chief engineer gets to
heroically sacrifice himself by dragging the supermatter crystal out to
space.

# Changelog

:cl:
- add: Engineering Hardsuits, Maxim Hardsuit, and Cybersun's Elite
Tacsuit now all make the wearer immune to atmos fires. Have fun walking
directly into the supermatter engine. Play out your heroic engineer
fantasy by dragging the supermatter crystal to space in order to save
the station.

---------

Co-authored-by: sleepyyapril <[email protected]>
# Description


This ports Playing Cards from:
Estacao Pirata...
Frontier...
and GoobStation...

More specifically, ports
Goob-Station/Goob-Station#1215 and
Goob-Station/Goob-Station#1311 sequentially.

In short...
 - Adds 3 skins of the playing cards: Nanotrasen, Syndicate, and Black.
- NT can be obtained as an item in your loadout but is locked behind a
command job.
 - Syndicate can be obtained as a pointless item in the uplink for 1 TC.
- Black can be obtained both as an item in your loadout and from the
Games Vendor.

---

# TODO before review

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
-->

- [X] De-namespace all of (_)EstacaoPirata? (not required, it is an EE
fork)
- [X] **_TO MAINTAINERS/CONTRIBS, NEED YOUR INPUT!!!_**: See
`Content.Client/Inventory/StrippableBoundUserInterface.cs:220`'s "DRAFT
TODO". Basically its me asking how to involve the thieving trait in the
omission of the playing cards in the strip menu. Currently, it does not
take into account the trait and simply obscures. (prolly dont take the
trait into account, obscure regardless)
- [X] Figure out what to do with the Nanotrasen deck variant: should it
remain free like the black deck or restricted like the syndicate? Locked
behind any command job? (prolly this)
- [X] Get media actually filled in

---

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This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
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The title is written using HTML tags
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<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/66c94a1d-4389-4a65-a547-c11c54efac42)

</p>
</details>

---

# Changelog

<!--
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:cl:
- add: Playing Cards. You may get one in the Games Vendor or as an item
in your loadout.

---------

Co-authored-by: VMSolidus <[email protected]>
more than likely this is just because of invalid loadouts
port DeltaV-Station/Delta-v#2707 (with
permission)

:cl: ElusiveCoin
- add: Added a new species, the Chitinid.

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: ElusiveCoin <[email protected]>
Co-authored-by: rosieposie <[email protected]>
Co-authored-by: Delta-V bot <[email protected]>
Co-authored-by: Nemanja <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
better for MRP
this code is originally by me anyway, they just made it better

:cl:
- tweak: Kill random person objective has been replaced by teaching them
a lesson, removing the need to RR a random person.

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: Lyndomen <[email protected]>
Co-authored-by: Milon <[email protected]>
Co-authored-by: deltanedas <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
# Description

Melee Weapons were accidentally given the wrong attack speed formula
again. It took me awhile of reviewing the entire history, but eventually
I found the line where the wizmerge introduced a new check that used the
old formula.

Also to help prevent this from happening again, I've put in a request to
be set as codeowner for the relevant systems I have significantly
modified.

# Changelog

:cl:
- fix: Fixed melee weapons having the wrong attack speed
calculations(again)
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