changes:
- Sleeps in ex_act() should no longer stall explosions (this could sometimes be significant).
- ZAS should no longer runtime when CSRFZ checks a non-simulated turf.
- throw_at() sleeps should no longer delay droplimb() calls.
Added several new preservatives and flavorings in vending machine junkfood. As a result, junkfood is now more filling
Tweaked pain messages.
Penalties for Organ damage now start at >=1 instead of >0.
Added Adipemcina, a fictional heart medication that specially reduces heart damage.
By the request of BygoneHero with some prodding on my part, the gestation periods for both K'ois Mycosis and Black K'ois Mycosis have been severely reduced. K'ois Mycosis will now take 7 and a half minutes to reach maturity, and Black K'ois Mycosis will take 10 minutes to reach maturity. Previously it was 30 minutes and 20 minutes respectively. I believe that these new values are more appropriate, plus it means people won't die before they reach the final stage, for better or for worse.
Implements Black K'ois
Implements K'ois Mycosis
Implements Black K'ois Mycosis
Buffs K'ois' healing properties for Vaurca
Vaurca can now control where they bite
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.
* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
This PR adds 2 subtypes of industrial and two subtypes of baseline, one for each cybernetics manufacturer. Sprites by BRAINOS.
other changes:
IPCs can now be flashed or flashbanged.
Admin spawn paths have been added for subspecies that did not have them.
IPCs are no longer slowed by being cold.
Adds 19 new hair styles and 3 new facial hair styles, splits human_face.dmi into several DMIs, and support for hair/sprite_accessories that use blending modes other than ICON_ADD.
Changes: Industrial IPC burn modifier changed to 1.1. Baseline IPC burn modifier changed to 1.2. Industrial IPCs should tank more damage, baselines should tank less due to their more agile frame, though brute is still only moderately effective against baselines. They aren't brittle but aren't tanky like industrials. This also makes baselines take a fair bit more damage from remaining in a vacuum, which they took very little before. Industrials were applied this in a bit of an unfair way, however, given they are walking heat sinks and should be treated as such. Both will still get roasted by lasers, the baseline moreso than the industrial.
This pr makes xenomorphs less awful via some additions and porting some fixes:
-removes the NO_MINOR_CUT that is not used anywhere and replace with NO_EMBED that stops things from embedding into mobs, like xenomorphs, shadow people and golems
-adds the night vision verbs to xenomorphs
-fixes aliens eggs layers behind under their weeds
-fixes some hud things missing
-makes their limbs unbreakable
This should make them a bit less buggy.
Mostly synthetic code cleanup, some tweaks to human examine and ID cards too.
changes:
Synthetic sprint procs have been compressed down to one proc for all machine subspecies vs. one per subspecies.
Synthetic sprint now only stuns synthetics with empty cells for 30 seconds for all types.
Refactored synthetic limb roboticization.
Changed how a lot of synthetic/industrial checks work.
ID portraits are now 128x128, and scaled without blurring.
Species can now specify an examine text color (for their species name) that differs from their flesh color.
Fixed some eye checks not respecting species.vision_organ.
Examine pulse-checking now uses do_mob & has a progress bar.
Adds sounds for opening lockers, going down ladders, turning on your internals, removing and placing extinguishers in the cabinet, sounds for bone breaking and sound to the bsa.
changes:
Reworked how human body icon keys are generated; resulting keys should be much shorter now and involve less duplication of the same string.
Players are now shown a message when they try to add markings to a species that has none available.
Admin revive for human-types will now also re-apply their organ and marking prefs.
Admin revive now also resets shock_stage (fixes rejuv'd mobs being slow for a while)
changes:
Organs now use Initialize().
The observe message now shows the configured respawn delay instead of always 30 minutes.
Seed datums no longer have a timer in New().
External organs no longer have a timer in New()/Initialize()
Converted some spawns in organs to timers.
Floor init no longer breaks to plating first for mapped in tiles.
Added the INITIALIZE_IMMEDIATE macro to make Initialize() not wait for SSatoms init.
Mannequins now use INITIALIZE_IMMEDIATE instead of a custom-defined New().
Mannequins (from get_mannequin) now delete themselves if unused for 5 minutes or longer.
Mostly efficiency changes to human icons, little bit of code deduplication in head icons.
The human overlay list has been changed to accept /list so that multiple items can be added to a layer without having to resort to adding overlays to an intermediary object like an /image.
changes:
Human skin color (not tone) is now stored as a hex string instead of a 3-value list.
Human body hair color (resomi only) is now stored as a hex string instead of a 3-value list.
Body markings now play nice with the human icon cache (Fixes#3110)
Hair properly uses its cache now in all cases.
Merged head organs and human icon's implementations of hair icon gen into a proc on human.
Replaced the individual hair and beard caches with a shared composited hair cache used by both head icon and mob icons.
Lists in the human overlay list are now flattened out onto the human, allowing for multiple objects within a single human icon layer without using an intermediary image.
Removed some unused caching lists.
Damage overlays no longer utilize overlays on a blank image for drawing, instead using a list in the human overlay list.
Shoe overlays no longer utilize overlays on the shoe image, instead using a list in the human overlay list.
Surgery overlays no longer utilize overlays on a blank image, instead using a list in the human overlay list.
changes:
Human-type hair (facial & head), eyes, and lips are now cached in SSicon_cache.
Underwear, undershirts, and socks are now cached in SSicon_cache.
Removed forced icon regen for update_body - if this actually did anything, the cache key for these icons needs to be made more detailed.
Organs now fully use SSoverlays to apply overlays (previously they partially used it, which may have caused bugs).
A couple of hair styles (bald, shaved) are pretty common, so this should remove/reduce the overhead of constantly regenerating their icons. Also means that BST's icons only really need to be generated once.
changes:
Body marking icons are now cached in SSicon_cache.
Renamed the body-hair cache (used only by Resomi) to make it more clear what it is.
Humans now use SSoverlay for applying overlays, though they force-compile instead of waiting for it to tick.
Fixed a bug where getFlatIcon() did not work properly with SSoverlay overlays.
Fix the most common RTs from Sunday's testing.
Also works on orebags. Limits their capacity to 200, as anything higher than that breaks the fancy inventory system something awful. Maybe I should write a UT to test and confirm this. Expanding: I don't think TICK_CHECK in inventory procs is a good idea, without fully implementing a non-fancy storage subclass. Non-fancy would just be speedy without all of the fancy inventory orientation bullshit. But CBA to do that now and I'm not sure if it's worth it for the edgecase of drone satchels atm.
-removes the brute reduction from the regular baseline, because robotic limbs already have those
-reduces the industrial brute resist from 0.5 to 0.8, because again robotics limbs already have some
-fixes industrial and shells head not being tagged as vital and makes their max damage be equal as other external organs
changes:
Blood overlays are now cached and do not involve world iteration.
Moved every global icon cache I could find into a new SS for organization & easier debugging. SS does not fire or init.
Merges the NanoUI subsystem with Nanomanager, as well as cleans up some nanomanager code.
Most of the files in this commit are changed as a result of removing the nanomanager global in favor of the SSnanoui global.
changes:
Shells Frames' species no longer show up on examine. They can still be detected via. other means such as checking pulse, health scanners, or them being damaged.
IPC Tags are now located in the head instead of the groin.
Note: This does not affect tags showing up on examine. They must be manually removed from the shell to completely disguise their examine text.
Changes the main access lift into two seperate lifts. Should vastly decrease congestion.
Changes the AutoLocker into an AutoDrobe, a floor mounted pad that does what the autolocker did instantly. Should solve round-start confusion.
Fixes a handful of bugs.
Off-topicedly, pretty much doubles Vaurca starting phoron, adds more phoron to K'ois and K'ois byproducts while removing more K'ois from raw K'ois. Adds a moderately expensive K'ois bar to the snack vendors for until I can figure out how to code phoron suppositories.
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
As per Cake's looser instructions, MMI's will require a lobotomized brain to function. Instead of having the MMI automagically lobotomize a brain, I decided instead to make it a surgical operation and a prerequisite to borging. This also cleans up some snowflake istype() checks by instituting two new variables.
Cortical stacks, slime brains, and golem brains cannot be lobotomized, and as such cannot be put into an MMI.
You can lobotomize a person either by surgical-drilling their brain in surgery, or by surgical-drilling their removed brain.
The roboticist now spawns with a drill to accomodate this change. Surgical drills are not really useful otherwise, so I don't think this is a huge upset of the surgery balance.
Lobotomy will send the following message to the lobotomee;
"You have been lobotomized. Your memories and your former life have been surgically removed from your brain, and while you are lobotomized you remember nothing that ever came before this moment."
Project partially commissioned by Senpai Jackboot.
This PR adds a new reagent, butanol. It is an alcohol intended for unathi consumption, intoxicating and safe for them. On other species it is also safe, but has a fairly minimal effect, and humans drinking it is generally a waste.
Butanol moonshine can be made in the kitchen by delinquent lizards.
Adds two butanol based drinks, imported from moghes.
Also adds a new Tajaran Gin, slightly weaker than a normal spirit. This is an ordinary ethanol drink with some kitty flavour text.
Kegs of beer and xuizi juice can now be ordered in cargo. Prices may seem low but they come in a non-returnable large wooden crate
Fixes several bugs with alcohol effects not wearing off.
While fixing this I ran into another issue, and the easiest fix was something i've been meaning to do for a while:
Added a verb for bluespace techs to toggle their god mode on and off.
Intoxication with god mode on is now essentially disabled. It was causing too many buggy effects. If bluespace techs want to get drunk for adminbus RP, they can disable godmode first.
Fixes#1748
changes:
Only normal crew mobs equipped by the job master spawn with randomized nutrition.
Random nutrition's minimum nutrition value has been increased to 50%.
IPC Shells' skin tone and eye color now functions correctly.
Industrials' eyes now work correctly.
Added a nullcheck to random voidsuit spawn.
Fixes#1909.
Fixes#1646.
Fixes#1503.
Probably fixes#1740.
-moves skeleton minions,wizard familiars and syndicate borgs to the ghost trap system
-allow syndicate command and deathsquid to deploy their suit fully when equipped
-fix some wrong hardsuit modules names in rd
-fix immortal skeletons being able to spam immortality
-removes the alien death proc
-fix items not dropping when hands, feet or heads are cut off
-removes the paint from cargo spam
Changes:
-adds snake people as a whitelisted species
-adds tail mechanics, ported from europa station, to the snake people, you can coil it up, people can attack it, stomp the tail and etc
-snake people can spit poison
-snake people can't use shoes
-snake people also have some other features like having a minor brute resist, claws and cuff breaking
-snake people can have different scale colors and eyes colors, but green is the best color without doubt
-also adds snake people
changes:
Added a QDELETED check to organ processing so they won't continue to process if they were erroneously left in the processing objects list after being deleted.
Fixed a bad robotic organ check on spiders.