In this PR:
Destroy() fixes backported from PR #1783.
JaniPDA fixes & improvements.
Chickens no longer consume their own eggs.
Language adding in setup is now 100% more sane.
Chemical dispensers now actually check that the user is still alive before renaming.
Ghosts are now marked as non-simulated atoms.
Non-simulated atoms no longer trigger proximity listeners.
Vendors no longer accept synthetic tools as stocking options.
Fixes#812.
Fixes#1877, Fixes#1929.
Fixes#1930.
Fixes#1152, Fixes#1917.
Fixes#1902.
Fixes#1165.
I'm currently in bugfixing mode to prepare for next update. This PR is a package of fixes for some outstanding issues related to diona that have caused complaints, and a few minor tweaks.
Fixed diona not having a mouth. This wasn't intended, even in bay. It was caused by a fuckup with typing order. Although there were hacky fixes i could do, i opted for the most correct fix, which was re-pathing all diona external organs to be /obj/item/organ/external/BODYPART/diona, whereas before they were /obj/item/organ/external/diona/BODYPART
This approach is the most flexible and future proof. Having all heads behave properly as heads is more important than having base behaviour for diona organs. That can be handled with vars and flags. This did involve duplicating quite a few vars to all that were part of the main class, but its worth it.
Rebalanced Plant-b-gone, requested repeatedly by garn. In general it got heavily nerfed, but carefully tuned. It now slightly outdamages a diona's base regen rate, but not by much. Reagent permeability is also factored in now so equipment can protect against it. Some radium treatment will make it a non issue
Also increased the click cooldown for spraybottles used on mobs. it was pretty broken at 4 dc.
Fixed nymphs getting Tau Ceti Basic for free upon evolving. Now they'll only have it if they had it as a nymph. (this doesnt affect diona that directly join as gestalt)
Added another ear slot for diona, so they can wear two headsets, or a mouse. Often requested
Adjusted diona air consumption. They have a mechanic whereby they consume gases from the environment for nutrition. Ive just made this actually remove said gases. Consumption is significantly below the rate of replacement so it wont be an issue anywhere with a vent, but they can cause air alarms if they hang around too long in an unventilated room.
Fixed a devouring bug where a creature could get stuck marked as devouring something (but not actually doing so) and be unable to start devouring it. Instead of rejection, trying to devour something you're already eating now cancels.
changes:
Removed shim for old spark system.
Converted all calls to old spark system with calls to new one.
Processor-based effects are no longer pooled, as it had minimal performance impact and was breaking things.
Tweaked some visible_messages for rogue drones.
PB effects' handling of location is now done at the /datum/effect_system level.
Fixes#1591 Re-added old locker controls by Skull's request (sorry, didn't notice assignment)
Fixes#1567 Girders now give 2 steel sheets back when deconstructed (instead of the 1 originally)
Fixed grammar mistakes on the advanced scanner
Updates Nar'Sie to respect new Baystation flooring mechanics. No longer will ugly floor decals persist even when their base turf has been cultified.
Harvesters, and in fact all constructs, can now use cult runes. Only harvesters can write them.
Updates the "Change Construct Shell" rune available to Harvesters to actually change the construct shell. Technically it's just an armor() rune, so any cultist can change the shell of their construct. Harvester option will replace the artificer options during Hell Rising events, since a harvester is basically just an upgraded artificer.
Harvesters will cultify turf and objects in a 3x3 square whenever they use a spell, just for more A E S T H E T I C
In compliance with Jackboot's freshest tyranny, I've restricted Shells to being human only. This actually simplifies the code tonnes, and may solve several Shell-related bugs reported previously.
Fixes footstep sounds, they weren't defined. I redefined them for all floors. Also changed a few, notably carpets and bare plating have different sounds from what they used to. And all the various holodeck terrains should have correct sounds now too
Fixes bicaridine and internal bleeding interactions. It was never really working before because the internal wounds could never be removed. Slightly rebalanced some values with bicaridine and internal bleeding.
Adds short doafter and visible message to engiborg inflatable dispenser
Fixes#1333 and Fixes#1331
IPCs, and indeed anyone with robotic organs or plant organs, can be rejuv'd properly.
IPCs now have their damage shown on VV, more or less.
IPCs have their brutemod set to 0.8, since prosthetic limbs already have brute mods of their own, and so Industrial IPCs could have a brute mod of 0.5 instead of 0.3
Probably some other stuff. It's all in the diff.
Adds Shells. Adds tags. Adds IPC subspecies. Adds HK-47's. Does not add IPC construction.
Beyond the obvious review of shells, the exact stats of the IPC subspecies need review. They were largely an afterthought, and quickly overshadowed by the shell project.
-added an alt unathi language, at jackboot's request
-added an automatic shotgun weapon
-fixed rifles having the wrong delay when not wielded
-fixed non-lore friendly ipc limbs
-fixed #1292
-fix syndicate borgs not having the right assigned mind
What is being fixed:
-messed up sec armor
-skeleton, vox and resomi being player species
-abhumans also had restrictions added until whatever should be done with them was decided or something
-fixing dionae language name
-fixing bluespace suicide and some additions/changes
-fixing random vaurca name gen thing
-fixing missing ipc chest and groin sprites
-added missing resomi hair and some new dank vox hair styles
Fixes#1018
Fixes diona not recieving any light in space - initialises light amount to the max light value, so that is used in tiles where there is no lighting overlay. ie, space
Fixes dionastats organ references not updating when organs are lost or regrown
Fixes some spamming from lightmessages when a diona recovers after almost dying in the dark.
Adds a new light sensing message to the check light verb, if the response node is damaged or missing
- 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"
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.
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.
- bugfix: "Medical huds will now properly update as wounds heal
passively, or when bandaged"
- rscadd: "Added a new Medical HUD state between 70 and 100%, to better
recognise very small amounts of damage"
- rscadd: "Medical huds will no longer show the healthbar on crewmembers
who are at full health"
- rscadd: "Added a healthbar fadeout effect for when someone heals up to
100% while you're watching"
- tweak: "Medical huds now update more frequently"
Centralises vomiting code to remove duplication and standardise effects.
Makes vomiting empty your stomach a bit (30u, the capacity of a drink
glass)
Adds Ipecac, an emetic to cause vomiting
Also fixes limbs instahealing when cut / reattached. Wounds used to be Cut() to prevent fantom wounds but, it's not needed anymore because whole limb is removed.
Also moved moving organs inside replaced() since it was called next to it anyway, and not like you can replace organ without moving it to human. Also forceMove()