Fixes#6150
Animal traps now visually display what prey is inside of them by adding mob's icon as underlay.
Tesla no longer logs spawn of new miniballs
Fixes main changelog where it is supposed to be addition.
Fixes#6158
Examining animal trap with prey now also displays examine message of the prey itself too.
tweak: "Tweaks some bureaucracy sprites."
tweak: "Reverts pen sprite with some improvements."
soundadd: "boxes filing cabinets and paper make noises"
also put all the bureaucracy in a nice file
-fixes #6170
-fixes #6216
-fixes #6218
-fixes #6198
-fixes #6060
-fixes #6058
-fixes a hardsuit related runtime
-makes masks less expensive on the loadout
The offworlder rig is now a loadout option, while they get pills by default.
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 lets Robotics lab to be able to assemble different RIGS. Process is similar to Mechs construction.
Rig that will be allowed to be constructed: EVA, industrial, medical, CE, AMI, light, hazard, combat, cybersuit(illegal tech)
Part of #6032 update
Misc changes:
Moved mechfab_designs.dm to designs folder.
Decreases bullet armour for industrial RIG
Gives stealth RIG slightly better armour values than regular light RIG
Slightly increases hazard RIG bullet and radiation protection.
This is a big PR, implements most of https://forums.aurorastation.org/topic/11276-the-small-ish-robotics-rework/
Changes:
rscadd: "Added Kinetic accelerator to mechs. RND can now research and make these Kinetc accelerators. There is a regular and a burst(3 shots) version. It will be better than average-decent man-held KA."
rscdel: "Added flamethrower for mechs. RND can now research and make this flamethrower. Works like man-held flamethrower."
soundadd: "Added flamethrower sound."
balance: "Hermes mech armour values has beeen rework. No longer it has bullet protection of millitary grade mech, and brute protection of a baby. Bomb protection increased, and fire protection decreased."
bugfix: "Fixed fire spam of burst mech weapons. Before if you click fast enough you were able to bypass cooldown x number of times in a row for burst mech weapons."
tweak: "Hydraulic clamp now loads all of the ores from a tile in one click into the box of mech. Just like mining satchel."
tweak: "The LBX AC 10 "Scattershot" now uses shotgun sound effect."
Replaces use of ':' inside of Mech's and hostile mob code
This PR replaces carps and sharks sprites. by thread https://forums.aurorastation.org/topic/11503-space-carpspace-shark-aesthetic-change/
Replaces carp/shark sprites
Moves shark sprites into animal.dmi file. Removes spaceshark.dmi
Old sprites of carp and shark remain. Also made a new mobs that uses old carp and shark sprites
Moves all NPC sprite files into icons/mob/npc folder, for organization.
Updates all paths.
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().
-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
The old ones were blatantly not duffelbags, nor did they line up with the icon sprites. They are now more visually distinct, hold more than a regular bag, but have a slowdown of 1.
adds some more durable caligae as to not literally wear sandals to drop wrenches upon. adds differing tajaran and unathi sprites to fit their different feet. makes unathi feet durable.
Fixes#5746Fixes#6017Fixes#3915Fixes#5987Fixes#2151
When using the mech teleporter now, if you attempt to teleport into a wall or dense object, the mech will create a large emission at the area before being sent elsewear, causing hallos damage.
Absolute pathed virus2/effect.dm
Fixed a absurd range for cell drain
Fix's Minor mapping issues
Hoodies have been resprited to be less ugly, and now also function in a similar way to winter coats, i.e. actually having a hood. In addition to that, they can still be opened and closed. They're also recolorable in the loadout.
The hood icon not being colored is a known issue, but I'm not sure how to fix it. This affects roughly nothing except for the UI.
The PR also makes a slight tweak to my cardigan sprite for it to be less ugly.
-fixes #5961
-fixes #5965
-fixes #5964
-fixes the blaster carbine fitting inside holsters
-places the drop pods behind blast doors for now
-removes some non medical related chemicals from their dispenser
The head of security officer came with a magazine for the tranquilizer rifle, however the rifle did not accept magazines, and worked like the regular am rifle, where you have to load one shell at the time. This pr replaces the magazine, that forced you to empty it on the ground to load the rifle, with a regular box full of darts.
This PR fixes Tesla not having miniballs. Problem was that it would delete its own generated balls. Fixes#5749
Tesla that has 9 or more balls will start to melt down any tesla coils or grounding rods.
Tesla that has 10 or more balls will start to target and melt down emitters
Tesla with no balls looses power as intended, thus dying with less than 0 power.
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.