My Hostile mobs PR broke commanded mobs. Making them behave weirdly. This PR fixes it.
Commanded mobs do not attack their masters in any situation possible
Dogs do not destroy their surroundings
Commanded mobs make sad emote when they are being attacked by their masters.
Commanded mobs no longer attack target that they need to follow.
Overview
The sprite I made was garbage. Now this one is slightly less garbage.
The outfit itself is now contained to three articles of clothing instead of 6 million. Unused assets will need to be deleted from the custom item config.
Fixed library books spawning outside of shelves.
Fixed kinetic accelerators displaying an error when equipped on the waist.
Balances kinetic accelerator research to prevent easy research exploit. Balances traitor kinetic accelerator to be less powerful.
Tweaked the new library to be more aesthetically pleasing. (Changes all the light chairs to dark chairs, and makes all the plastic tables wood.)
Removed empty mediwall from the command section of the shuttle.
Removed floating light near departures and on the shuttle.
Removed pointless holopad on the evac shuttle.
Fixes a mining borg issue caused by an old bug, fixes processing for the uranium charger, adds a new cyborg kinetic accelerator that uses cyborg battery charge.
This is honestly one of my biggest and most ambitious projects. I hope people are happy with this.
Custom kinetic accelerators are special, customizable mining weapons that are meant to give a sense of progression, and a sense of pride and accomplishment while mining. Each custom KA is made up of 3 or 4 parts:
The Frame (5 to choose from)
The Cell (5 to choose from, +1 traitor)
The Barrel (5 to choose from, +1 traitor)
The Upgrade Chip (7 to choose from, +1 traitor)
The sprites change with each addon, they are truly dynamic and there are so many combinations of parts that a miner can have. You can have several different builds for each desired mining style, it's quite a robust system.
You can have a KA that shoots slowly, but delivers high-penetrating shots that go through several walls of rock. You can have a KA that shoots REALLY fast, but precisely destroys 1 rock at a time. You can have an absolute canon of a beast, that destroys rocks in a 3 tile radius around it.
The parts can be obtained via research, via abandoned crates, or via RNG in the cargo warehouse. There are some custom KAs that spawn on the raider's ship, on the mercs ship, and a laser one on the merc's headquarters. That laser one can also be bought from the traitor uplink as well.
ERT get a class 4 KA for use in special operations, if they choose to use it.
Removed all of the noir items from the detective's office and moved them to the loadout:
Zippo from the starting loadout
Trenchcoats, fedoras and flask from the locker
Replaced the TV console camera with a normal console camera
Replaced the locker sprite with a normal security secure locker sprite
This pr adds a backpack mounted minigun. That requires the user to wear the power source on their back to deploy the weapon and fire it. It can supply nearly enough dakka, but it robs the user of wearing a backpack, a rig or carrying anything in their other hand while firing. It can be brought with around 50 telecrystals.
Sprites are from tg station.
/wetgnow
Newscaster stories can now be multiple lines long and contain pencode formatting.
You can now post and view comments on individual newscaster stories.
Newscaster stories have slightly neater styling.
You can now like and dislike newscaster stories, and these are tracked per-story.
Journalists are now their own role, with a Security Correspondent alt-title.
The merchandise store (when has it ever been used?) has been replaced with a journalist's office.
The journalist has a pet spiderling in a jar, named Peter. He's harmless. Probably.
Adds a new special disability, love. Love works like monophobia, except that it specifically targets a single living mob and the owner must stay within the presence of that mob. The owner is also more susceptible to that mob's will.
Adds four new chemicals, with the potential for more:
1: Sovereign Glue
When applied to an object, the sovereign glue makes that object sticky. Anyone who picks it up cannot put it back down or have it taken from them unless the hand is severed or the glue removed. May consider other applications upon suggestion.
2: Universal solvent
Specifically counteracts sovereign glue. If more mundane applications can be suggested, this would probably not be a secret chemical. I can't think of any right now however.
3: Philter of Love
When ingested, the subject gains the love disability if they do not already have it.
4: Shapesand
Shapesand can be applied to any object. A counterfeit is created that looks and feels exactly like that item. If someone attempts to use the counterfeit, it collapses into sand (Specifically, in afterattack()).
This pr adds bayonets, knives that you can attach to some rifles. When attacking someone in melee with the rifle, you will attack your target with the bayonet instead of the rifle itself. Sprites are from tg and baystation.
Also, fixes the vintage rifle having no in hand sprites
Being hurt or wounded will now triggger the traditional stuttering, while non wounded mobs, mostly under the influence of the disability, will use the new stuttering.
This pr adds some dishes, plants and drinks based on the tajaran lore. The meat and clams can't really be found anywhere right now, as they are supossed to be ordered from cargo.
Also fixes some foods having proteins for no reason and adds a new frappe sprite.
Sprites made by dronz, brainos, and some others were found in the vgstation and tgstation codebases.
What the title says, it was really high, having around 15% of instakilling someone on the first hit, if aiming at head, and 30% of chance of cutting a leg or arm at the first hit, this should reduce those chances. The main feature also takes in consideration the armor. So, plasma cutters are far more effective against less armored foes, limbs and xenos at all.
This pr adds some tajaran religious/marriage/wedlock/S'rendal'Matir/whatever related items to the custom loadout, since those are a thing due to the recent addition to S'rendarr & Messa. Also, tweaks the cloaks.
Sprites were made by kyres and dronz.
When I made an update to hostile AI, I have not seen this stupid bug. This one variable makes them ignore people with full health. I urge to merge it ASAP as carps and spiders won't attack people with 100 health. fixes#4836
Also this makes hostile mobs to destroy surroundings if there is no-one to attack.
Fixes disposal outlet items piling up on one tile, instead of the space around it. This should reduce lag when examining tiles in the crusher.
Fixes#4824
Ports Mixing Bowls from Baystation.
Adds Mixing Bowls to the Kitchen Vendor.
Removes the Butcher Knife from the contraband List, add its to the normal Kitchen Vendor.
Balances the Kitchen Vendor around two Chefs.
Sprinting no longer deals oxygen damage unless you have lung damage or asthma. Sprinting is now based off of both halloss and oxyloss.
Lung damage now causes both oxygen damage and halloss when you sprint past your threshold.
Coughing disability now causes halloss when you sprint past your threshold.
Adds asthma, which causes oxygen damage when you sprint past your threshold, and inhibits your ability to recover from oxygen naturally. It also makes you cough harmlessly when you have more than 10 oxygen damage.
Fixes#4780.
Fixes an issue where SA adult slimes were improperly considered organic mobs.
Fixes an issue where viscerators, malf drones, and spiderbots were not considered synthetic mobs.
Fixes various food related bugs.
Mixing flour and animal protein will now create raw meatballs instead of cooked meatballs.
Fixes#4763Fixes#4753Fixes#4737
Made generic empulse_exclusive which takes list of atoms that needs to be excluded.
Wizard disable technology(emp) spell uses empulse_exclusive with caster being excluded from being EMPed. This will allow IPC wizard not damage themselves with cast. But it will still damage other wizard IPCs.
Added screwdriver, crowbar and a wrench to janitor's closet. Fixed#4755
Replaced turrets in ERT ready room with cencomm check turrets. Fixed#4742
Fixes various runtime bugs caused due to not testing the requested changes, such as the inhalers not playing sounds or the breath analyzer not analyzing breath.
Also improves some things due to feedback, such as the breath analyzer doing too much damage when thrown, and the garden being weird.
-fixes #4704, so you can resist properly out of neckgrabs again if your stunned value is low enough
-fixes the ipc construction whitelist check once for all
-fixes orb's eyes sprites being at the wrong direction