Tweaked a hell of a lot of silicon code to make synthetics better.
Synths with scrambled codes that prevent them from being on robotics computers will now appear on Merc camera networks.
Both variants of the engineering borg can now deploy the malf borging machine.
Medical borgs no longer get polyacid sprays, instead getting Wulumunusha CMO Hyposprays, which cause muteness.
You must now be on help intent to use items like crowbars and screwdrivers on borgs. Otherwise you hit them with it.
Just a couple small number changes to make mining with pickaxes and drills more viable and decrease the number of credits earned from selling materials. The idea here is to have more send to science and decrease the overall amount of credits spend on guns, or at least require a head of staff to pitch in with their department funds.
This pr adds a new cool space ruin made by kyres, replacing the listening outpost and the sol corvette, that were lame. This space ruin has two ghost roles.
This pr also makes so that space ruin sites only open if the research shuttle is launched to an away site, they will be closed otherwise. The research shuttle also has a transit time and area now.
You can now destroy girders and walls with powerful items. It might take some time, though, and you'll probably be better off deconstructing it unless your weapon is strong.
Two-handed weapons no longer have that awkward Wielded sticking in front of the name when you wield them.
Girders now report their damage status on examine.
Adds some more text stuff to drills. Now it tells you more when changing cells, examining, and clarifies the warning given before a cell explodes in your face.
Cleaned up some stuff.
Fixes#7594, gemstones separated from a mixed stack were being shoved inside a mob rather than dropped in neat stacks to the floor. Additionally, I discovered some errors in calculating stack size.
These have been corrected, pls merge.
Turns the z-level restriction procs into macros
Changes z-level restrictions to use the macros
Use contact_levels for announcements (instead of player_levels)
Restricts the teleporter to station_levels instead of player_levels
Restricts AI tracking to station_levels instead of player_levels
Mechs only get tracking beacons if they are on station_levels (instead of player_levels)
Construction Drones gib if they enter a station level
Mining Drones gib if they leave the station levels
Removes the mining equipment vendor from the scrapheap
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
Fixed the dark shuttle corner blocks from looking weird after transit.
A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.
This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
rscadd: "Added an engineering apprentice uniform, and overalls accessories to the miner, atmos tech, chief engineer and engineer lockers, as well as loadouts. They are equivalent to webbing vests."
rscadd: "Atmos tech lockers now start with blue hazard vests, and the wardrobe locker includes matching (non fire-safe) hard hats."
rscadd: "Added safety goggles with a new sprite with a verb to raise/lower them. The original goggles can be found as 'safety glasses'. Both are available under eyewear in the loadout tab."
imageadd: "Updated sprites for the engineer, CE, atmos tech, janitor, CT (incl. an alt uniform in lockers and loadout), quartermaster, and miner jumpsuits. Updated atmos fire suit sprite."
imageadd: "New utility belt (incl. alt sprite available in loadout), hard hat, engineering beret, sheet and ore snatcher, and hydrogen ore sprites."
imageadd: "New hazard vest sprites. Hazard vests can now be zipped up or left loose with an appropriate verb."
imageadd: "New atmos airlock sprites, new mining, atmos, and janitorial locker sprites."
also all sprites by AmoryBlaine I just unga dunga'd the code together
Title. Yield Declarations follow standard format, with the addition of an optional 'waste detected' field that displays any materials that the miners wasted. This also offers a vague IC trade-off if the miners are lazy but also suck at their jobs. The papers are also auto-stamped by the machine, although they should still be stamped by a QM or head as well, this is just a certificate of authenticity so to speak.
Yield Declarations can only be printed with an inserted ID and any amount of output materials (or wasted input). The miner and note fields are left blank to be filled in by the user, see below.
How to build machine blueprints!
Use steel sheets like normal, then rotate the frame how you like it using the directional arrow. From here use a Multitool to finalize it and then wire it up like you would before.
Made it so items get their pixel x/y reset on pickup.
Thrown items now also get their pixel placement slightly randomized.
Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
What it says in the title. I tested it out on my server and it felt pretty good, definitely a step up from the pickaxe. If any of the mining players want to give me feedback or more stuff to add, hit me up at Geeves#8863 on discord.
Removed cash and lottery tickets from the mining vendors.
Added 5 deployable ladders and 5 deployable hoist kits to the mining vendor for 200 mining points each.
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
Refactors objects.dmi and items.dmi
Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker
also improves sprites for wrapping paper and the pocketwatch
This basically makes it easier for future sprite improvements
This PR revives Burger's PR #5797
Fire extinguishing foam now works properly. It is 3 times stronger than water.
Walking through a foam will extenguish your fire stacks.
Atmos suit max temperature threshold was increased from 30k to 40k. Atmos firefighter suit max temperature was increased from 30k to 45k. Heavy firesuit max temperature was increased from 30k to 55k. Same goes for their helmets.
Firesuits and red/white/atmos hardhats no longer protect wearer from pressure. So people cannot use it in space. For areas with 2000+ KPa fire people need to use atmos voidsuit.
Fixes#867
Cyborg stations now refill cyborg's fire extinguishers. Fixes#6171
Fire now produces CO2 while burning, with amount varying by fire severity
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().