Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.
Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.
I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
Removes a bunch of unused circuit boards that corresponded to machinery
that didn't exist in the game anymore. These would turn up in spawners
on offsites and in random contents crates regularly, essentially
"wasting" the spawns.
There are many custom items belonging to characters that effectively no
longer exist as their players are gone or banned. Some just unplayed for
a very long time. I've taken a look at player activity and character
activity to determine what stays or goes and have tried to be
conservative in what is removed since I know what it's like to want to
take a break and explore other things a bit.
The removed custom items may be added back immediately should anyone
affected desire it. They need only inform us.
---------
Signed-off-by: CyberSpyXD <52309324+CyberSpyXD@users.noreply.github.com>
Co-authored-by: WickedCybs <wickedcybs@gmail.com>
Co-authored-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
---------
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Adds two tajaran teas to the game, Messa's Tear and ras'nif. These can
be found in the loadout and the bar, as well as random warehouse spawns.
Adds solar salve, a legal herbal substance from Adhomai, found in the
loadout and warehouse spawns.
Also performs some tweaks to the Konyang teas in order to make brewing
teas with them easier.
---------
Signed-off-by: Greenjoe12345 <33647525+Greenjoe12345@users.noreply.github.com>
- bugfix: "Fixed PDAs not being automatically updated by the Force
Change Name admin action."
- bugfix: "Announcements from non-Horizon ships drifting into hazards no
longer spawn observer chat. You will only get the announcements if you
are on the same z-level. The Horizon will still send its announcements
globally."
- bugfix: "Offships no longer send newscaster announcements."
- bugfix: "Fixed ling stings not working. Again."
- bugfix: "The robotics core console no longer reverts into a normal R&D
console when disassembled and reassembled."
- bugfix: "The robotics core console now has its own circuit that can be
made through R&D."
- bugfix: "Fixed the message that simple mobs print when they step on a
trap."
- bugfix: "Fixed the foam sword sprite."
- bugfix: "Fixed damaged wall overlays."
- bugfix: "Fixed the INDRA field getting messed up by pointing at it."
- bugfix: "Apple pies now count for the pie bounty."
- bugfix: "Changeling chameleon claws no longer spawn in the warehouse."
- bugfix: "Admin click-drag to possess has been fixed."
- bugfix: "Added a minimum damage threshold to delimb, in order to stops
ridiculously small damage from taking off limbs. The threshold is the
organ's max damage divided by 3."
- bugfix: "The Pull psionic ability no longer pulls anchored objects."
Fixes#17739Fixes#17369Fixes#19535Fixes#19166Fixes#20184Fixes#20165Fixes#20164Fixes#20117Fixes#19961Fixes#20231Fixes#20277Fixes#20346
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Adds a dino grabber toy to the game. It counts as a weapon, and uses
modified whip code to have a chance of disarming people. Its also now in
the warehouse spawn pool as a rare item, with the weight of 1.75. It
should only show up every 2-3 rounds.
Also adds an object sprite and in hand sprites.
---------
Signed-off-by: courierbravo <73250577+courierbravo@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Hazelrat <ric.whe.don@gmail.com>
Added 79 new stickers. 60 by LforLouise, 1 by Noble Row, 2 by Ben10083,
10 by Hazelmouse, 1 by Mr.Popper, 4 by FabianK3, and 1 by Kermit.
Added sticker sheets, a storage that can only store stickers. Sprite by
Noble Row
Added the new sticker sheets to the loadout menu
Replaced gold star and googly eye boxes with sticker sheets.
Unified most of the procs into one definition, so there are no duplicate
around the codebase.
Marked some of the above as overridable if a good enough case can be
made for them (eg. external dependency or unlikely to be used).
### Summary:
This PR fleshes out cryonics, both inside a cryotube and outside of a
cryotube, and gives a pharmacist a lot more to do during those high
energy rounds as they will be required to prepare and oversee any
cryonic mixes. Lots of ways you can go about doing with the biggest
reward being brain regeneration that bypasses oxygenation requirements,
at the cost of significant downsides if done improperly.
This generally empowers pharmacists and physicians and offers
non-surgical treatment alternatives, though often incurs a penalty or
takes a little longer than surgical treatment, so it doesn't make
surgeons redundant.
This list'll be exhaustive so medical players aren't left in the dark
and can just refer to this while a wiki update is worked on, instead of
digging through code.
**Changes to Stasis/Cryotubes:**
- Stasis at temperates between 120K and 200K has been reduced to between
5 and 10, as opposed to 10 and 20. This means chemicals still have a
good chance of metabolising if you set a cryotube to above ~140K.
Cryotubes will still achieve good stasis if you cool below 120K -
upgraded stockparts from the workshop/R&D will help with this.
- (Bugfix) IPCs will not longer be knocked unconscious if they enter an
active cryotube.
**Misc. Reagent Additions/Tweaks:**
- Bicaridine now only requires 30u in the blood to begin attempting to
repair arterial bleeds, as opposed to 50u.
- Adds a Blood Thinning chemical effect. This prevents Coagzolug's blood
clotting effect from working and works in the opposite way - increasing
how much blood you lose per blood loss tick. Fluvectionem and
Synaptizine apply Blood Thinning at a strength of 25, translating to 25%
faster blood loss.
**Cryonic Chemicals:**
- Cryoxadone and Clonexadone both overdose at 5u. **_This is not a
problem when using a cryotube due to how cryotubes administer
reagents._** Overdosing either results in genetic damage and severe eye
damage.
- Cryoxadone and Clonexadone's organ healing capabilities have been
significantly nerfed. The organ healing is still noticable and useful
for pharmacist/surgeonless rounds; they cannot heal the brain though.
- Cryosurfactant has been renamed to Cryosilicate, mimicking
Pyrosilicate - the recipe now uses silicate instead of surfactant.
- Cryosilicate and Pyrosilicate now have an effect when used in the
body: cryosilicate will supercool a patient; pyrosilicate will
chemically incinerate someone. Leporazine will inhibit these functions.
- Bicaridine will repair arterial bleeds when used in cryogenic
conditions.
- Kelotane will repair disfigurement when used in cryogenic conditions.
- Peridaxon 2x effective in cryogenic conditions. Peridaxon can
denecrotise livers and kidneys in extracool cryogenic conditions - it
cannot denecrotise other organs. Using peridaxon in cryogenic conditions
will result in benign tumour growth (see below).
- Red Nightshade can repair bone breaks in cryogenic conditions. It will
still put a patient into a berserk state.
- Cataleptinol - see below.
**Cataleptinol Rework:**
Cataleptinol has been reworked from the ground up and is where
pharmacist's will be able to shine by making fancy cryotube beaker
mixers or cryonic mixtures for use in IV stands.
- The new recipe is 2 parts Alkysine, 0.5 parts Phoron, 1 part
Clonexadone and a 5u Cryosilicate catalyst. This translates to: 120u
Alkysine + 60u Clonexadone + 30u Phoron w/ 5u Cryosilicate = 60u (1
bottle) of Cataleptinol - expensive and lots of tricky precursors,
leaves enough left over to make a 2nd bottle without having to remake
all of the precursors.
- **In cryogenic conditions**, Cataleptinol will restore 7.5% brain
activity per metabolisation tick. This _bypasses the 85% oxygenation
requirement_, at the cost of hallucinations, blood thinning and liver
damage. The trade is roughly 40% brain activity (assuming nothing is
causing brain damage) for total liver failure.
- **Outside of cryogenic conditions**, Cataleptinol becomes a lot less
reliable and a lot more dangerous to use, with only a 75% chance of
restoring 2% brain activity per metabolisation tick. It will still
bypass oxygenation requirements, making it useful during _**severe
emergencies**_, at the cost of inducing painshock in addition to the
above hallucinations, blood thinning and liver damage. The trade is
roughly 25% brain activity (assuming nothing is causing brain damage)
for total liver failure.
- Cataleptinol _**overdoses at 3u**_ and has a fast metabolisation of
0.6u/tick - this makes it hard to dose without using an IV drip. If you
overdose Cataleptinol by using another method of administration, then
the patient's liver will crash, brain regeneration undone and the
patient will have severe seizures resulting in more pain. Using
Cataleptinol outside of cryogenic conditions **is high risk and only
potentially high reward**, but it could buy a couple more minutes.
**Tumours:**
- Adds Benign Tumours. Benign tumours simply drain nutrition and cause
frequent pain; they do not spread or affect nearby organs.
- Adds Malignant Tumours. Malignant tumours will begin by draining
nutrition then effecting symptoms based on the tumour's location (chest
tumours -> coughing, gasping, chest pain; brain tumours ->
disorientation, memory loss; abdominal -> vomiting, abdominal pain;
anywhere else -> lethargy). In the later stages, malignant tumours will
begin to damage the organs they are close to, then will eventually enter
the circulatory _~~and lymphatic~~_ system and spawn more malignant
tumours in other parts of the body.
- Peridaxon will result in benign tumour growth when overdosed or used
in cryogenic conditions.
- Genetic damage will result in malignant tumour growth.
- Ryetalyn is the anti-tumour drug and will put both benign and
malignant tumours into recession. You can also surgically intervene and
excise tumours as you would k'ois mycosis or fluke parasites.
- You cannot have more than 3 of any tumour - things won't get too out
of hand.
**IV Bag Stuff:**
- Adds 2 labels for IV bags: Cryonics Mixture, denoted by a CR; Other
Mixture, denoted by an M.
- Renames `blood packs` to `IV bags` and changes their formatting. What
was `blood pack O+` will now appear as `IV bag - O+ Blood`; `blood pack
Saline Plus` -> `IV bag - Saline Plus`.
**Misc.:**
- Only 20 genetic degradation on a limb is required to deform it instead
of 30. This should make it slightly more common, as 30 is a large number
to reach when this number is calculated per limb.
- Seizures can be given variable strengths.
- (Bugfix) Coolant tanks no longer just set a room's temperature to 0K
when destroyed. The amount it cools a room scales with the amount of
coolant still in the tank but cannot go below 173K/-100°C.
- Cryocells now have stockparts and can be upgraded/deconstructed.
This PR does the following.
- Removes Heroin, Cocaine (and it's subtypes), Raskara dust, and all
other Tier-1 drugs in our drug list (excpet from the Cargo reagent
spawner.
- Adds more contraband to the contraband loot table. For example -
- Cocaine, Heroin, 9mm pistol, derringer revolver, sawn off shotgun
(improvised), paralysis pen, and the poison pen. I also added auto
injectors for drugs that are not in pill form, like imprednezene(?),
stimpack, beserk, and nightlife.
- Adds more contraband map spawns in maintenance areas. I believe it
adds 5 or 6 across all three z-levels in areas like the abandoned bar,
the poker table, a table in maintenance by science, the maintenance
under the bar, etc. The map diff bot will show. These are not always
guaranteed to spawn either upon my testing. I'm not sure why, but it
works better this way imo.
- Removes ambrosia and other non-contraband drugs from the loot table
for now.
If requested, I am open to adding one or two custom contraband spawners
for the brig. Just ask in the PR's comments.
---------
Signed-off-by: Avery Marie <98699252+Eyeveri@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
* SDQL2 update
* fix that verb
* cl
* fix that
* toworld
* this is pointless
* update info
* siiiiick..
* vv edit update
* fix that
* fix editing vars
* fix VV
* Port the /TG/ globals controller.
* part 1
* part 2
* oops
* part 3
* Hollow Purple
* sadas
* bsbsdb
* muda na agaki ta
* ids 1-15
* 16-31
* 41-75
* bring me back to how things used to be before i lost it all
* the strength of mayhem
* final touches
* cl
* protect some vars
* update sdql2 to use glob
* stuff?
* forgot that is not defined there
* whoops
* observ
* but it never gets better
* a
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* balls
* lint this
* lint deez
* le change
* Update stinger.dm
* i am going to murder the new linter
* sprite
* Update CampinKiller24-ready-or-not.yml
* The Pumped Up Kicks Update
Shoes. New shoes. Look at them.
* WELCOME TO THE UNDERGROUND
* for the love of crust
* turns out a var already existed for that but was never implemented ffs
* face it you're never going to make it
* these are winter boots
* removes Paradox's Thinly Veiled Fetish
* shiit
* Apply suggestions from code review
* Update code/modules/clothing/shoes/oxfords.dm
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
* oops
* fuck this file
* nice balls, bro
* check out how hard i can pee
* pissing on the moon
* caligaeae
* pee pee poo poo man
* fixes
* damn you
* merge fixes
* knees more
* damn you merge conflict
* fix
* fixes 2
* riding boots
* truly, this fixes things
* dammit ctrl s
---------
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>