Adds dyn, a Skrellian herb. Renowned as a medicine, its juice has mild anti-toxin properties identical to how powerful tea was before Burger nerfed it; lower than tea because Arrow considered old tea to be too OP, and any beverages made from it do too. Seeds are available both in the garden and hydroponics, and the plant may occasionally contain actual dylovene in it.
The new drinks are the raw juice of the herb, a tea (1 juice to 4 water), and an icy/fizzy iced tea thing (1 juice to 2 ice to 2 soda water). The last comes as a soda can in the vendor, and a carton of juice is available at the bartender's boozemat.
This is the first in a series of PRs expanding upon skrellian cuisine/drinks.
bugfix: "Fixed cult armor hiding shoes."
bugfix: "Fixed Dragos synth sprite due to complaints of the flicker."
bugfix: "Fixed shell ipc gender issues."
bugfix: "Fixed some oversights in clerical borgs, removed there stamp at direction of synth lore dev."
Fixes#6132Fixes#6082
This PR intends to make Maintenance Drones more practical
Drones can wire the rooftop solars.
Drones can carry atmospheric pipe.
Introduction
So if you've played as a maintenance drone you might have noticed that pulling atmospherics pipes around is a pain, and you can't pull disposal pipe at all (They're size 10!)
MC introduced
I've added the atmospherics pipe to the magnetic gripper list, this will affect other robots with the gripper, but it's mostly a convenience.
KAs now account for atmosphere the shot is fired at. Reducing damage if inside of atmosphere. Maximum damage for KAs to living being is capped at 50 per shot. Fixes#6318
KAs AOE now damages anything in its range. It looses 25% of damage per tile from the center out of center tile damage(100 -> 75 -> 50 -> 25 -> 0...).
Mechs KAs damage was increased, and AOE of 5(That is a lot!) tiles was added. Keep in mind that AOE will damage mech itself if in range. Regular mech KA damage is now 40 per shot. Burst KA damage is now 25 per shot(that is 75 in total).
Bumps Travis Byond version to 512.1467 since it includes good fixes for DD and client.
Added some handy things to the Autolathe, with material costs for some objects.
Following items were added: cable coil, hand labeller, basic stock parts, engineering debugger, and the implanter when it's hacked.
This PR finally reworks most of simple mobs hunger mechanics to make them not eating like crazy.
corgies and foxes use generic formula instead of weird ass formula.
Max nutrition values have been adjusted and tested for cats, corgies, foxes, dogs, mice. They would last 30-40 minutes depending on mob's size. Mice lasts 20 minutes. Also this rework makes these mobs have proper max values so you don't need to feed IAN 6 steaks in order to fill it up.
simple mobs with nutrition equal or below 5% will automatically seek food.
Rat king now adjusts it's nutrition stats according to the growth.
Mob sizes have been changed to make more sense(since pugs were bigger than corgies, cats and foxes).
Starving mobs will now try and steal food from people's hands instead of begging. They still beg if they are just hungry.
Fixes#6257
Fixes simple mobs begging food from people far away(supposed to be only adjacent)
This PR makes hostile mobs charge right back at other hostile mobs who are targeting them. This allows for them to engage each other at the same time, without waiting for victim to react and target attacker.
This pr adds toothpaste tubes and toothbrushes, you can get them in the loadout and the surface bathroom. Toothpaste works like alcohol to vaurca. A couple of vaurcan drink recipes are also added at the request of their lore writer.
-Adds an aspergillum, which will hold up to 10u of liquids, such as holy water, and spray out out to adjacent squares, such as those occupied by filthy vampires. It also makes a pretty jingle sound when you do so. The sprite was provided by Dronz.
-Removes the buggy null item box, and replaces it with obsidian shards that can be reassembled at will to whatever null item shape you crave.
-Null items can now be mounted on poncho backs
-Some backend updates to spraybottle code that will let you change the sound effect of a spray-object if someone makes one in the future.
Warning! Big Scary Change!
NTSL2+ is a re-work of NTSL.
The goals of this rework are to remove worries regarding server load, and make it impossible for a malicious program to crash the server.
The result is an asynchronous daemon based interpreted language, called NTSL2+.
The Daemon in question can be found Here
Features:
Programming Language worth considering a programming language
Limit-able execution - Unable to hold the server up
Runs on Modular Computers
Shitty in-game networking.
Players can finally write their own laptop programs I cannot stress that enough.
-fixes #6232
-fixes a couple of problems with the new vaurca loadout items
-fixes intoxication message spamming people
-fixes #6265
-fixes #6261
-fixes the legion rig having no back sprite
-fixes #6314
-fixes #6297
Tweaked and added various security plus mercenary vests plus warden jacket to the Vox dmi so you can see them when worn.
Welding helmet sprites and required code respectfully pinched from Paradise.
Everything has been tested, made sure welding helmets weren't suddenly broken on every other species.
Adds tear stains to character setup. They aren't supposed to be colorable, but idk how to do that (do_colouration 0 didn't work in testing). For now, I guess this suffices.
This pr adds the is_clumsy check, that checks if the mob has the mutation or if they are drunk enough. This fixes a bug where mobs would still have the clumsy mutation due to drinking.