This PR makes it so that random lethal viruses can only occur if there is a virologist to cure them. This PR also makes it so the viruses themselfs don't have completely random effects, but effects that make sense together by adding a new system.
Apparently this was still causing some trouble. basically without qdel the tank before moving new and assigning we will have a duplicate.
Fixes farmbot assemblies having duplicated watertank after they are finished assembling.
SMES now show how much of input they receive
SMES and APC estimates how much time it will take to deplete it.
Runtime map now uses its SMES, and it is wired to TEG's
Added Stack and Queue data structures for use
Because of precision issues with floating point values, metabolism would sometimes runtime and cause performance issues. This PR fixes this.
Fixes#5698 as well.
Wanted to fix one bug, but couldn't stop.
- Farmbot now have harvesting animation.
- Farmbots no longer have two water tanks inside of them, that was causing them to use hidden water tank and not let it be refilled. Fixes#5677
- Farmbots now will wait for weedlevel to be 5 or higher, that is when the alarm is triggered. And call `update_icon()` when it is done. Otherwise people wouldn't notice if they were killing weeds
- Vending machine now accept only items of the same type as defined in their product list. So you can no longer insert cult's ritual knife into Dinnerware. Fixes#5671
- Merchants cannot by generic mech's weapon, it was replaced with UT AC 2 and Scatterbox. Fixes#5675
- Ghosts cannot be teleported by telescience. Fixes#5688
* Fixes an issue where certain items had duplicate identifier strings. The bottom one wrote the one with an identical string above it out of existence. This allows the KA capacitor upgrade to be built via R&D, as well as the hardened capacitor.
* Fixes the phoron capacitor and the bluespace capacitor from not being obtainable in-game.
- Ion rifle has now two firing modes: lethal and stun
- Lethal firing mode cost is increased, resulting rifle full charge to last for 6 shots. Stun mode has the original cost, making it 10 shots.
- In Stun mode if the object that was hit is an IPC - it will stun IPC for 5(unstackable) seconds. But if the object is not IPC it will EMP only that object.
- I have reworked sprites to display both lethal and stun modes just like Carbine energy gun.
- Ion rifle is now a wielded weapon
- IPC/Borgs with EMP resistance module do not get affected by stun and consume half of charge
- rscadd: "Added dress shirts to loadout. Are an accessory, recolorable, significantly resprited from chef's uniform. Also added dress shirts with rolled up sleeves."
- rscadd: "Added a casual skirt and a long skirt to loadout. Both are recolorable."
- rscadd: "Added recolorable suit jackets to loadout, resprited from IAA suit jackets."
- tweak: "Removed items made obsolete by these additions (khaki skirt, blue/purple suit jacket) from loadout. They still can be spawned in."
Adds the following items:
-Stainless Steel Fork - Vedai'Kwia Xizal - conspiir
-Tokash Ancestral Spear - Suvek Tokash - evandorf
-Ghostly Board - Klavdiya Tikhomirov - alberyk
-Clawed Arm & Jacket - Diamond with Flaw - burgerbb
Removes make's antenna and change his coat to be a proper poncho.
This pra also has some changes, such as two bugfixes; one that prevents runtimes from adding new robotic limbs, and another that prevents dionaea arms from being regenerated if there is an arm present, and removing admin and species only related limbs from the fabricator, such as the hk limbs.
Teleportation using the do_teleport() proc will now have violent effects if you teleport into an unoccupied space. This currently does not effect teleportation that does not use the do_teleport() proc (wizards, ninjas, cultists).
If there is an object in your destination, and that object is both anchored and dense or opaque (turfs, tables, etcetera), then you will partially phase into the object. If you are a mob you will lose a limb, and if you are an object you will become damaged (if the object has an ex_act() defined). Then an explosion will occur based on your size (Most explosions are large enough only to damage the destination turf itself). You will be shunted into the nearest unoccupied space.
If there is NO adjacent unoccupied space, you will instead be destroyed. Mobs will gib, and objects will have crush_act called. The resulting explosion will be larger.
Yet another really bad idea from me that most people are going to like anyway.
The issues with the redundant commits down below should be fixed come next PR being merged. It's just some awkward nonsense with gitbash not working properly on my toaster, coupled with my lack of competency with it.
Adds Very Long and Very Short headtails, as well as a bunch of garments.
This change also brings the Skrell sprite in line by severely darkening it, making colors more accurate.
- Show Player panel was reworked to just have a sing "Select Species" button that includes all species in species datum.
- AI is added as an option of transformation
- Developers are granted access to Game Panel - (used only for Create object/mob/tur)
Okay, this update is kinda big. Summary:
- Trimmed unused keys in Exodus telecomms
- Adds script that will run mapmerge2 on Travis to check branch for unused keys or key overflow, etc.
- Fixes matching indentation style in tag-matcher and converts it to use Python 3.6
- Converts mapmerge2 to be used by Python 3.4 and above. Instead of 3.6
- Removes Windows 1252 characters from Communication-blackout.dm that were not able to be seen in UTF-8 format.
Note: the last commit will fail because currently main level is broken
Example of no map issues:

Example of issues:

This PR adjusts blobs to account for open space and regular space in a more logical manner. They will now only expand on the two if there is a lattice, as opposed to just expanding.
There was an issue with one of the travis checks that caused reagents with incorrect specific heat values to sneak into the game and cause havok. This fixes that.
Fixes#5594Fixes#5593
Because I'm an idiot I realised that phoron salt bombs are actually impossible because water turns to ice when frozen, and you need frozen water in order to make a working bomb.
I also fixed a few bugs regarding cryo/pyro mixes in reagents. It only took me 5 hours to figure out.
I also made Phoron Salts containers spawn with a stable temperature so admins don't blow up when they mess around with it.
I adjusted the explosion size of phoron salts so that absolute best case scenario, you can make a bomb that has the destructive radius of a screen.
This pr adds a tank, reserved for a future event and adminbus. Sprites were made by kyres1.
Adds some sounds to certain mecha actions, like loading crates or using a drill.
Ports padded caps from baystation.