-adds framework for weapons based martial arts, implementing a very basic swordsmanship
-makes the martial art books more modular
-fixes some minor issues with some of the martial art code
-adds amohdan swordsmen gear, to be used in a future event/sold by the merchant
- fixes#6083
Okay, a big update kinda.
* Shaking, punching, grabbing, pushing, throwing objects, shooting, attacking any carbon mobs while they are willingfully asleep wakes them up instantly. ISkrell in a shared dream will recieve a message if their physical body is being disturbed, message will be different depending on severity of disturbance. If their health is below 50% and they are being attacked/shot/thrown stuff at, they will be forcefully woken up.
* Skrell are no longer displayed as an SSD when while in shared dream. Fixes#5759
* Examining skrell who are in shared dream will display if their astral body is AFK/ghosted.
This pr fixes some issues with the Aut'akh unathi subspecies, such as them counting as synthetic, having full internal robotic organs and organ action buttons not updating properly.
If you are buckled and cuffed to a chair it now takes 60 seconds longer to unbuckle yourself, but you are uncuffed at the same time.
If you use harm intent, you can break out of your cuffs in around a minute, but you will dislocate one of our arms in the process.
This pr creates a new check, can_feel_pain, it checks for the NO_PAIN flag, if the target is under influence of mind altering drugs or strong painkillers. This check replaces all the species procs and fixes somethings, like people under the influence of pain killers still getting knocked out from pain and etc.
* Base work for the unathi robot subspecies.
* Adds metabolism species, kidney vars, and the robot unathi organs.
* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.
* First autakh implant power.
* Fixes the organs action button this time.
* Finishes more implants, and interactions with flashs and vaurca.
* Prepare for great changes.
* Drops the real bomb, boss.
* He who fights with monsters.
* Far more work into augments and limb removing powers.
* Limb verbs should be good now.
* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.
* Probably the last work on implants.
* Some extra touches.
* Some tweaks to the species.
* More fixes and adds kyre's sprites.
* More runtime fixes.
* Fixes the species name too.
* Fixes travis.
* Updates this file too to work with the new tools procs.
* Adds changelog
* Fixed changelog.
* Unathi hair and lore description.
* Some tweaks to this too.
* Locks away them for now, they will be released after we got all the events and etc done.
* Changes this chemical.
* Fixes an airlock runtime.
* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.
* Organs removal changes; can't take out the organ if it is too damage.
* Restricts them back again.
* Robotic organs now have the proper icons and names.
* Adds sprites for their organs and some extra tweaks.
* Fixes this missing icon.
* emp should also now hurt assited organs.
* Tweaks more organ related things.
* Fixes the head not being properly set as well.
* Fixes their flags.
* fixes the flag for real this time.
* Poze's review.
* Changes the au'takh organ buttons to don't be animated.
* Helps with adminbus or something.
* Fowl's requested changes.
* Fixes a typo.
* Robotic limb's brute and burn mods are now controlled by the limb model.
* Fowl's changes once more.
* Stops some spam.
* More grammar.
* No eal.
* Skull's review.
In summary:
changes path of beartrap to make it a generic trap
Updated paths everywhere
Adds small trap, can capture mice, lizards, chick and spiderlings.
Adds medium trap, can capture cat, diyaab, monkey, yithian, pengiuns, chicken, nymph. Sometimes even maintainence drones, spiderbots and PAi.
Adds large trap, that is dense object. It cannot be picked up and releases animal in the opposite direction from a user. It can capture: medium size animals like dog, spider, carp, goat, cow, shark, fox, bear, cavern dwellers, and other kinds of Xenomorphs.
Adds medium trap, can capture Medium-sized mobs such as Diyaabs, Cats, Monkeys, Yithians(?), Nymphs, the occasional wandering pAI and Maintenance Drones.
Allows chefs to make "steamed crab legs" which is just plain tasty.
Crabs drop crab legs when butchered (testing shows they drop 3 from the gibber).
10u water, 1 spread, 1u salt, 1 crab legs makes steamed crab legs
I made a box of 5 crab legs (in a similar fashion to the clams) that are meant to be orderable from cargo. Crabs aren't exactly common on Aurora, after all.
Sprites for the legs and the dish are thanks to Meowy with minor photoshop editing from myself.
Please refer to the icon diff for a complete list. Mostly increases/decreases volume or tones down the shading. The recently ported baystation hairstyles have received alternative variants.
Adds 5 new hairstyles: Neat; Neat Long; Shoulder Bob; Messy; Drills, Side.
The bluespace squid doesnt have tentacles, because in the recent tentacle changes the author didnt check if anything used the tentacle styles that have been renamed.
Fixes#3410
Ranged hostile mob stop if they are in range of fire, instead of keep going to point blank range. They also try to get to person within 6 tiles, not point blank.
Hostile mobs also check if their target is in the view or not.
Fixes#4468Fixes#2867Fixes#2721Fixes#2678
Character input limit in Security/Medecal records was increased from 1024 to 3027 for all fields, to keep it consistent with character setup records. Fixes#5766
Fixes Energy net turret sprites. Updates spawned ionrifle turret to allow for two modes, adds lethal turret sprite for ionrifle.
rscadd: "Ports three hairstyles from Baystation: Gentle 2, Gentle 2 (Long) and Donut Bun."
On the request of a player, with the permission of the original author.
Original PR: Baystation12/Baystation12#23706
Soil Plots:
- Can be created with three sandstone blocks.
- Can be removed with shovels or minispades. Has a timer that delays the construction and deconstruction.
- On spawn, soil plots do not contain water, or nutrient, requiring some initial start-up instead of just rebuilding the plot to get more water and nutrient.
Hydroponics trays:
- Received a minor buff -> No weeds. Hydroponic trays do not face issue from weeds irl. This will add incentive to using them outside readily available and constructable soil plots.
- Retaining of warning light for toxin levels and pest levels on the trays.
- Added NT dummy failsafe because people are killing their plants because they don't realize they require setting of lights. Default light is now set to five on each closed tray.
Point of the PR:
- Add incentive to use sandstone bricks to create planting beds if desired, keep incentive to use hydroponic trays as well as give them change to bring in line to more realistic standards for how hydroponic trays function.
- Prevent people from killing their plants through general lack of knowledge while providing a simple basic light setting that will at least slow decay of any closed system plants.
- Add some difficulty to initial upkeep of soil plots, while also preventing misuse through demolishing to obtain further water and nutrient.
This PR fixes a few bugs with echoes, and adds in loredev requests for the feature. This list may expand, but currently it is:
1: Phoron walls/windows should prevent echoes from locomoting through them (Moon/Paradox)
2: Vaurca should be unable to become echoes and should be unable to host echoes (Bygone)
3: Unathi should be able to absorb echoes to increase their power level (Jackboot)
-fixes some of the skrell head-tail accessories that were missing sprites or bugged
-fixes skrell being bald at the character preview and when spawned by admins
Implements skrell shared dreaming.
Whilst Unconscious and alive, skrell will enter the Srom, aka Dream, in which they telepathically link to one another.
In game, they will appear in a custom area, able to communicate with one another.
Whilst in Srom, skrell find it very hard to keep their own secrets, if not impossible, and will often 'mumble' important information.
Lore request - requested by Sleepy Wolf, and approved by Jackboot. This PR makes slime ignore skrell at all. Lore justification will be posted in PR later.
Farmbots prioritize refilling if their tanks are below 30%
Farmbots option to turn On/Off watering trays actually works, was set to use wrong var.
Moved sink in Hydroponics so that it is actually is in field of view of farmbots when they attend to trays. Fixes#5718
Reworded APC and SMES state when input and output are the same
Fixes#5721