Removes the spam prevention procs from all background procs, and ensures that they're only placed on procs that the user can initiate.
This will remove the chance of having spam prevention trigger from automated emotes.
Fixes#613
changes:
rscadd: "Respawn timers are now tracked individually for playing as animals (mice), small synthetics (drones and pAIs) and crew (everything else). This means you can now play as a mouse or drone while waiting to respawn as a full crewmember.".
tweak: "You can now spawn as a drone immediately upon joining as an observer, without having to wait ten minutes. There is still a cooldown between respawning as a drone if you just died as one."
tweak: "Slightly improved the error messages if you try to respawn when you've not waited long enough."
In addition, unlisted changes:
The admin verb 'Allow player to respawn' now sets all three respawn timers
Respawn times are now centralised in setup #defines, for easier editing in future
Nonliving mobs will no longer attempt to ghost when deleted. A comment in mob.dm explains this change
A PR for mice
Adds a resting animation, several new audio files, verbs to use them, and a variety of audio changes.
Also fixes a bug where speech_chance was set to zero while sleeping, but not set back when the mouse wakes up
changes:
rscadd: "Added hunger and feeding system for simple animals, this includes cats, dogs, mice, lizards, chickens, cows, etc"
rscadd: "Animals can now actually consume food instead of nibbling them eternally."
rscadd: "Animals can now be hand-fed by using food on them."
rscadd: "Animals will move more slowly when starving. Examining an animal will show if its hungry."
Basically added a very simple metabolising system for animals, and fixed up various eating/feeding functions. They only metabolise food, any other reagents are just removed and ignored for now, since most chemicals were designed for carbon mobs and often aren't valid
Added Master access to bot control panels for roboticists and research directors
Also added a return 1 to all bot construction steps, to prevent calling afterattack for the items used on the bot. This fixes a couple runtime errors and prevents more in future. Not included in changelog as this is irrelevant to end-users since they cant see runtime errors
This pull will allow cyborgs to select the combat module when it is code red or delta. They come with an energy carbine, flash, plasma cutter, a shield module and one that allows them to go fast.
Fixed hatch overlay not being cut when a firedoor opens
Fixed firedoor hatches drawing ontop of office/blast shutters when both are on the same tile
Drones can now bump open windoors
added attack logs for meteor impacts
slightly increased volume of meteor shield impact sound
fixed meteor event end announcements
Fixes#531Fixes#276
`/mob/living/proc/revive` now also sets `mob/var/suiciding` to false. This is to stop rejuvinated/ling revived mobs from dying again after being brought back.
Fixes#92Fixes#479Fixes#157Fixes#533Fixes#486Fixes#528
- bugfix: "Fixed dizziness effects on alcohol, psilocybin, and cryptobiolin taking a long to start up and sometimes never starting for low doses"
- tweak: "Sip size from alcohol bottles is now the same as for glasses, which is half what it was"
- tweak: "Rebalanced all alcoholic drinks with more believable alcohol values, and adjusted alcohol metabolism. Generally drinks are stronger but metabolise more slowly, pace yourself!"
- rscadd: "Different species now have varying susceptibility to alcohol. Tajarans get drunk slightly faster, skrell are twice as fast as humans, unathi can drink more, and vaurca get drunk very slowly, but alcohol poisons them"
- bugfix: "Dousing people in alcohol and setting them on fire, now only works with spirits and liqeurs stronger than 40% ABV, and the heat of the resulting fire is based on the strength"
The idea is to consolidate all of the spam that you see on the lower right panel into one concrete, semi-persistent pop-up window. Utilizing bootstrap, it'll show you a neat welcome screen, the message of the day, staff memos (if accessible), and a personalized set of notifications. The system is set up for easy future expansion, as well.
Vaurca filtration bit organ added. When destroyed or removed, oxygen becomes poisonous to the Vaurca.
Vaurca lungs have been made organic.
Vaurca take 3x toxin damage, as a result of their rather alien biology.
Vaurca lose additional blood when an opportunity to lose blood presents itself, due to their open-circulatory system.
Vaurca organs are no longer all robotic, except for the neural socket and filtration bit.
Vaurca organ surgery is now possible.
Mice will no longer spawn in closed systems with nowhere to ventcrawl to.
Mice can no longer spawn in breached areas and die immediately. A spawnpoint with a safe environment will always be chosen.
Makes several lorefriendly changes to chargen.
Permits numbers in chargen naming for the benefit of IPCs.
Permits chargen fluff to be viewed via employment record consoles and ID cards.
Vaurca hivemind language added.
Vaurca appropriate name generator added.
Tied Vaurca language to their neural socket organ.
Added a method for non-Vaurca to intercept the Vaurca hivenet so long as they construct the correct item.
Sprites for Vaurca organs.
Neutered all Vaurca.
Cutting open a Vaurca for surgery now requires heavier equipment.
Injecting a Vaurca with a syringe now will take time.
Adds various Vaurca cosmetic items available via loadout.
Adds a few new burst-fire weapons exploiting the burstfire fix - obtainable via research or adminbus.
Ports the ability to stick heads on spears from Paradise-code.
Added an error message when trying to bite someone before the cooldown expires.
Removed spoken Vaurca language.
Heavily nerfed K'ois' properties.
Halved the nutrition value of nutriment, returning it to old-code state.
Nerfed the damage dealt by bite, while reducing the cooldown.
Fixed burstfire weapons spamming attack messages when fired, allowing for more automatic weapons.
Fixed Vaurca player ability to select coloured eyes.
Updates code to be 510 compile compatible.
Also introduces the new updates to the GOON processScheduler, which should make for better gameplay and less lag. Specially on high population.