As an engineering main that had to make use of the fireaxe to deal with biohazards, it got old fast when someone entered your range while you were swinging and you decapitate them with the might of Zeus. That can still happen, but, if you know you're gonna be swinging when people are around, you can do it with only one hand to prevent multi-decapitation.
Besides, how well can you drive a fireaxe through multiple bodies if you're only using one arm?
Sidenote: I wanted to do this with other weapons as well, but my brain is simply too small to comprehend what the hell's going on with half of them, so, I'm just sticking with the fireaxe for now.
Refactors objects.dmi and items.dmi
Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker
also improves sprites for wrapping paper and the pocketwatch
This basically makes it easier for future sprite improvements
Replaced the hivebot sprites (Thanks to Kyres1) as suggested in this thread. https://forums.aurorastation.org/topic/11610-hivebotspace-bear-resprite/
Hivebot beacons now spawn in as one of three different variants, their only difference right now is the type of defensive weaponry they use. (Rapid firing taser, Radioactive/toxic beam or an incendiary beam)
Hivebot beacons keep track of their spawned bots, halting further spawns if the number of existing bots becomes that of the max allowed.
Added a red variant of the hivebot sprite, to easily differentiate between the melee and ranged variants
Hivebots are now affected by emps.
The timer now works properly, the hivebots will all not spawn at once.
New: Added a snoozing var, that if set to 1 will not allow the beacon to spawn bots until it has spotted an enemy. Will possibly be used in future mapping stuff related to dungeons and the like.
The balancing is something I'm torn on and will likely tinker with further in the future, pending feedback.
This pr aims to implement a bunch of the work done by Amoryblaine (found in this thread https://forums.aurorastation.org/topic/11698-amorys-sprites/)
Adds new sprites for the tactical gear available in cargo.
Adds new, green, sprite for the military belt, the old red one is added as a specific syndicate variant.
Improves the sprite of the ushanka, adds the old one as a variant by request.
Adds rolled down sleeves states for two sol uniforms, adds sol tactical helmet and heavy armor vest.
Adds a TCFL jacket to the loadout.
Changes the flipped sprites of most caps to be leaning rather than straight.
Makes the visors of biosuits transparent.
Recolours the security biosuit from orange to pale blue.
Recolors the hip holster to be black.
Makes the tactical gas masks eyes transparent.
Tweaks the red and blue bandanas to be less bright.
Adds some missing balaclava sprites, Improves the look of rolled up balaclavas.
Makes the security berets more fitting with the standard blue one.
Per #6425 pointing out that you can click chalk, I discovered that the creator of #6393 neglected to bother coding in exceptions for all illogical children of the pen item in their rush to add in new memes.
Fortunately, I have cleaned up the mess.
REASON
I bloody hate how I have to throw all my crap into my backpack and I don't have a belt that can store my crap onto my belt slot. This aims to have a hydroponics belt be added via the lockers and bio-thingy.
Also, it'll add a belt that defines hydroponics, and has a few things added to it so it gives you a reason to use it instead of the regular utility belt.
Also, I'm removing the chemical-grenade restriction to cleaning from the janitor belt. Now it can hold all grenades, same with this new belt.
* Fixes Space-Ruin Issues
Fixes Load-Time and Lighting issues on the Space Ruins by moving the loading of the ruins into Atlas
* Reworks the space ruin loader
It´s now based on a json file which allows to set the weight of the ruins, add various tags with a specified weight and restrict the maps the ruin can be used in
* Fixes compile warnings
* Change z-levels in aurora.dm
* Moves the SubSystem
* Changes the player_levels back again since the away mission is now loaded after the z expansion
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 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.
-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
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.
Fixes#6150
Animal traps now visually display what prey is inside of them by adding mob's icon as underlay.
Tesla no longer logs spawn of new miniballs
Fixes main changelog where it is supposed to be addition.
Fixes#6158
Examining animal trap with prey now also displays examine message of the prey itself too.