Commit Graph

512 Commits

Author SHA1 Message Date
Erki
83ec5e2737 Fixes missing return values in a few Destroy() procs (#8412) 2020-03-13 23:13:07 -03:00
Geeves
1a7cc1a1c7 Some Silicon Code (#8394)
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.
2020-03-13 13:29:35 +01:00
ghostsheet
279797f1e4 KA Bugfixes (#8340) 2020-02-26 13:53:10 -03:00
mikomyazaki
21f348ec57 Adds a unit test to check for any missing initial icon states (#8332) 2020-02-23 02:43:12 -03:00
Geeves
476d9c676b Mining Drone Tweaks (#8262) 2020-02-20 18:54:43 +01:00
mikomyazaki
6074224d00 dreamchecker (#8233)
Implements dreamchecker plus fixes all errors
2020-02-16 20:42:32 +02:00
Matt Atlas
ce89a23f63 Ports footstep sounds from Bay (#8182)
* New glowstick and sink sounds

also tidies up some code here and there

* pop

* now you're fixed

* forgot to clean this up

* tiding up

* Ports footstep sounds from Bay

also climbing stairs has a sound now

* changelog

* Update code/modules/mob/living/carbon/human/human_movement.dm

Co-Authored-By: mikomyazaki <47489928+mikomyazaki@users.noreply.github.com>

* Update code/modules/mob/living/carbon/human/human_movement.dm

Co-Authored-By: mikomyazaki <47489928+mikomyazaki@users.noreply.github.com>

* Update code/modules/mob/living/carbon/human/human_movement.dm

Co-Authored-By: mikomyazaki <47489928+mikomyazaki@users.noreply.github.com>

Co-authored-by: mikomyazaki <47489928+mikomyazaki@users.noreply.github.com>
2020-02-10 17:09:46 +01:00
Cnaym
f738954868 Mining Tweaks (#8036)
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.
2020-02-10 16:37:48 +01:00
Kaedwuff
b4b2e9418f Removes Gemstones (#8201) 2020-02-08 19:37:33 +01:00
wezzy
da9906c4f9 Merge remote-tracking branch 'upstream/master' into cool_footsteps 2020-02-03 06:25:44 +08:00
wezzy
ccb6fc850e Ports footstep sounds from Bay
also climbing stairs has a sound now
2020-02-03 06:20:41 +08:00
Wowzewow (Wezzy)
a118b6f28f Autopsy scanner & optable sound (#8139) 2020-02-02 18:57:39 +01:00
Alberyk
73f600a698 Adds new space ruin content and changes how space ruin away roles works (#8058)
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.
2020-01-24 19:36:30 -03:00
Matt Atlas
21faef9c11 You can now damage walls and girders with weapons + misc tweaks. (#8006)
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.
2020-01-24 19:36:06 -03:00
Doxxmedearly
c7b5f4769a Industrial Drills: Text update edition (#7988)
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.
2020-01-14 22:17:48 -03:00
Geeves
90f843c40d Fixes Larger than Small Gemstones Not Spawning (#7977)
Fixes larger than small gemstones not spawning.
2020-01-10 16:50:38 +01:00
Ferner
188544b748 Merge branch 'master' into 191217-sprites_mecha
# Conflicts:
#	code/game/objects/items/paintkit.dm
2019-12-21 23:26:22 +01:00
Werner
cb4a712851 Enforces Lineendings and adds Editorconfig (#7657) 2019-12-21 16:19:24 +01:00
Ferner
4c1c978e67 Removes the non-functional paint kits 2019-12-20 21:37:04 +01:00
Matt Atlas
bbecc7b461 Many vore improvements. (#7686) 2019-12-19 20:06:14 +01:00
Wowzewow (Wezzy)
a9ffb38f39 New money sprites (#7576) 2019-12-08 11:44:39 +01:00
Kaedwuff
496d75bf80 Mixed Gems Bugfix (#7597)
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.
2019-12-05 22:42:47 +02:00
Kaedwuff
0295d28868 gemspawning fix (#7546) 2019-12-01 15:42:21 +01:00
Kaedwuff
40b933bc45 Adds Gemstones (#7413) 2019-11-30 16:50:35 +01:00
SueTheCake
84794c6e65 Mechs 3: Electric Boogaloo (#7486) 2019-11-25 23:04:19 +01:00
fernerr
aa2e02c1a6 Shuttle update: Part Two: The Legion Protects (#7457) 2019-11-23 18:50:19 +01:00
Matt Atlas
5da2a9c24b Splits organs into organ/internal (#7441) 2019-11-20 23:07:10 +01:00
Werner
af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00
Alberyk
fdb7f68144 Replaces in game references of rig with hardsuit (#7325)
* Remove references to rigs.

* Changelog
2019-11-06 18:57:20 +01:00
Werner
9c2f225718 Changes to drones and z-macros (#7068)
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
2019-11-06 18:55:14 +01:00
fernerr
8ca8760c21 Replaces all instances of /turf/simulated/shuttle with simulated/wall/shuttle or simulated/floor/shuttle counterparts. (#7315)
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.
2019-11-04 21:59:28 +02:00
JohnWildkins
4fe77f4323 Utility Resprite II: Once More with Feeling (#7246)
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
2019-11-02 19:46:33 +02:00
JohnWildkins
76adc1d93a Death to earmuff duping (and other fixes/tweaks) (#7216)
* earmuff *scream

* don't limit limb breaking that hard
2019-10-27 12:27:38 +01:00
JohnWildkins
231beb1678 Adds ability to print Yield Declarations to the Ore Redemption Console (#7192)
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.
2019-10-26 14:15:58 +03:00
Geeves
0de575cfce Unbraced drills no longer explode (#7066) 2019-09-29 13:33:11 +03:00
alsoandanswer
9553d94bad Refactors , resprites and rebrands RCDs (#6985) 2019-09-24 01:07:11 +04:00
Lady Fowl
d6ff38ef96 The Epic Construction Update (#5976)
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.
2019-09-10 22:07:46 +03:00
fernerr
2a2cc7d52e Ports table item autoalign from Bay (#6946)
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.
2019-09-08 22:51:49 +03:00
Geeves
12d2fea1f5 adds a kinetic accelerator to mining lockers (#6762)
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.
2019-07-28 15:11:05 +03:00
Geeves
ffd40a14da removes cash from mining vendor, adds ladder + hoist (#6751)
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.
2019-07-27 17:45:43 +03:00
Alberyk
d0dff4c370 Removes xenomorphs (#6686)
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.
2019-07-24 21:34:44 +03:00
Mykhailo Bykhovtsev
81e26faa02 Increasing price of mining RIGs in vendor (#6760) 2019-07-24 19:38:44 +02:00
fernerr
77c262e9a2 Security and Central command uniforms sprite overhaul (#6560) 2019-06-18 00:28:53 +02:00
alsoandanswer
0ba36f1828 Refactors objects.dmi and items.dmi, and a few more little things (#6487)
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
2019-06-02 19:12:54 +03:00
Werner
6d8a94d408 Simulated to Unsimulated (#6410) 2019-05-19 16:22:54 +02:00
alsoandanswer
1bab746d17 adds new sounds (the not stupid version) (#6307) 2019-05-05 23:51:08 +02:00
Mykhailo Bykhovtsev
15640f0286 Lohikar's bugfixes (#6364) 2019-05-05 23:06:48 +02:00
fernerr
22918132e4 Adds wielded sprites to pickaxes, adds held sprite for lockboxes. (#6245) 2019-04-05 11:28:28 +02:00
Mykhailo Bykhovtsev
7f0c085b1a Reviving Fire Fixes and Tweaks PR. (#6129)
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
2019-03-23 00:10:42 +02:00
LordFowl
8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
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().
2019-03-10 23:39:03 +02:00