Fixes https://github.com/Aurorastation/Aurora.3/issues/21509
**Summary:**
Cleans up a lot of old Greimorian egg implantation code- rewrote the
actual worker injection behavior to use the organ/internal/parasite code
we have, instead of creating effects with their loc set to the organ
itself.
This largely means that not only is Greimorian implantation able to be
treated pharmaceutically (as you'd expect, with them being parasitic and
medicine including antiparasitics), but it also means that 'greimorian
eggs' also get the same treatment as nerve flukes, etc. That is to say,
antags can now purchase Greimorian Clade Kits from the uplink and inject
people or monkeys with them to cause Unhappy Tidings.
This code is also fairly easy to modify, if one wanted to create more
implantable parasites that burst out of people, unrelated to
Greimorians.
**Changes:**
- refactor: "Refactors the egg injection of Greimorian Workers to use
parasite code; it can now be treated with anti-parasitic medicines in
addition to amputation of the affected limb. Works on all playable
species, and monkeys."
- rscadd: "New reagent 'Greimorian Eggs' creates an egg cluster parasite
in a random organ when metabolized in the bloodstream. It also has very
mild soporific effects."
- balance: "Greimorian Workers and playable Greimorian Servants/Queen
now inject Greimorian Eggs instead of Soporific."
- rscadd: "Greimorian Clade Kit now available in Uplink under Bioweapons
section (Greimorians now able to be introduced to ship by egg cluster or
injectable reagent)."
- balance: "All parasite kit bioweapons have had their vial reagent
count increased from 2 -> 5."
- balance: "Helmizole no longer treats K'ois Mycosis, Black K'ois
Mycosis, Zombification, or Tumors (Benign or Malignant)."
- code_imp: "Updates a lot of code documentation to dmdocs."
- Reworked prices, wages and balances of (almost) everything ingame.
- Added coinage and decimal support to cash, ruthlessly sanitized to
avoid floating-point errors. Reflected in cash-related things like ATMs.
- Tweaked how cash bundles are made and distributed to support
decimalization.
- Adjusted the starting money individuals and departments receive in
their accounts.
- Adjusted the funding Tajara, Unathi, Diona, Vaurca, and IPCs receive
in their accounts. Should earn more on average than they used to.
Credit values are now roughly 1/10th what they were before, across the
board.
Coins were added too! These have names:
- Unie: 0.01 credits
- Quin: 0.05 credits
- Dece: 0.10 credits
- Quarter: 0.25 credits
These can be seen cameo'd in the screenshots below.
Values, wages, etc, are based on the wiki page
https://wiki.aurorastation.org/index.php?title=Guide_to_Wages_and_Pay .
Values are not anchored to any singular real-world currency.
Example price differences:
| Example Item | Old Price | New Price |
| --- | --- | --- |
| Comet Cola | 15.00 | 1.50 |
| Cup Ramen | 20.00 | 2.00 |
| Jyalara | 38.00 | 3.00 |
| Trans-Stellar Cigarettes | 76.00 | 9.00 |
| Zo'ra Soda | 29.00 | 2.50 |
| Gumball | 5.00 | 0.25 |
| 50x plasteel sheets | 700.00 | 120.00 |
| 5x meat (cargo) | 160.00 | 55.00 |
| 50x phoron crystals (cargo) | 2200.00 | 400.00 |
Wages and account balances have also been tweaked:
| Type | Old Amount | New Amount |
| --- | --- | --- |
| Ship Account | 75,000.00 | 35,000.00 |
| Departmental Accounts | 10,000.00 | 15,000.00 |
| Personal Account (avg) | 200.00 - 20,000.00 | 20.00 - 2,000.00 |
Might break the economy; prices will likely need some adjusting
depending on gameplay constraints. Can be adjusted in TMs.
A little testing never hurt anyone.


---------
Signed-off-by: naut <55491249+nauticall@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
* Initial commit of new drugs
Start on caromeg and oracle
Further work on caromeg
Fix nicotine and caromeg
Begin populating map
Designer cocaine effects
Weaken heroin, Joy now causes genetic damage
Added an artificial alternative to morphine, tramarine, that can be used in its place.
Nerf new opioids, fix tramaline recipe
Added special mentholated adhomian cigarettes, for NKA cigarettes
General fixes
Fix recipe pathing
Add coca leaves, cocaine recipes, and coca drinks
Update Chemistry-Reagents-Medicine.dm
Null name for abstract drug class
Remove abstract_class from reagents (shouldn't be used there)
* Oracle sprites by Wezzy
* .
* Begin resolving issues from code review
* Remove all per-player data from drug singletons
* Resolve Arrow's code review
* Apply suggestions from code review
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Update code/modules/hydroponics/seed_datums/smokables.dm
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
* Removed coca plants from the standard garden and hydroponics vendors (they remain as contraband and in the xenobotany garden)
* Fix merge conflict errors caused by snack PR
---------
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* dirty bombs & bodyhorror
* clean up + extra flavour
CE_ANTIEMETIC taken into account in the delayed_vomit() proc. doesn't need to subtract from CE_EMETIC anymore.
* desc. fix, TC tweak, syringe gun kit
* dirty bomb tweaks
radiation remains for as long as advertised (~8mins in an open space)
it also actually leaves behind the green goo now.
Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
Converts all reagent containers to use Initialize, fixes the hand-chew cool down so it's no longer for everyone, and moves the suit sensor Z-level to the global.dm right above the station name so anyone else using the code can't miss it.
Closes#3363Closes#3361Closes#3362
changes:
Converted storage objects to Initialize().
Removed timer from storage New/Initialize in favor of LateInitialize.
Removed some pointless src from storage objects.
Fixed GC of some screen objects used by storage objects.
Changed storage objects' filling to be done by fill() instead of New()/Initialize().
Medkits actually work this time!