Beepsky uses walk_to() instead of step_to()
Beepsky has variable of his speed that is used by walk_to()
Beepsky now targets person who attacks them.
Beepsky now reports if they are being attacked.
Beepsky uses better and shorter patrol paths
You can no longer screwdriver a grenade to adjust its timers.
All grenades now have a 3-second timer.
If you want instant-detonation you will require a grenade launcher.
-removes the shotgun magazines things, not done properly by #5010
-fixes more secret chems showing up on cargo warehouse
-removes rainbow slime core, since there is no way you can get it, from the bounties
-fix the adhomian bread recipe
-removes the mining drone ore hunting behavior, which just ended with them falling down holes and other dumb things
-fixes #5097 by removing the bluespace leak ruin, since the bluespace walls had some bizarre interaction with simulated turfs in the asteroid, besides just pushing half of the loots into walls
Adds HUD aviators, they can be toggled onto HUD mode or just appearing as aviators. Security variant transforms from security HUD to flash protection. In turn, I've taken away their default glasses in exchange for these. This also adds civilian sunglasses to the loadout for fashion purposes.
Reworked how slipping on tiles work. If there is too much lube/water on one tile, it will spread to all adjacent tiles.
Fixed a potential bug where spilling copious amounts of water on a tile will turn it to ice.
Containers are much more saner now. They all share a standard system, unless specified.
You can drink from any open holdable container using help intent. You can splash the contents of the container on anything via harm intent.
Sinks are more saner, you can refill or empty them easier with various refill amounts.
Removed silly exclusive cyborg limb checking for hyposprays.
Added a new chemsprayer, the "Xenoblaster" which is a significantly weaker chem sprayer. Two can be found in xenobiology.
Large reagent containers (beer kegs, water tanks, fuel tanks) now share a system together. Both can leak their reagents via harm intent with a wrench, and bother can accept any sort of reagent, with exception to the fuel tank.
Large reagent container leaking happens over time as opposed to just leaking every time it moves.
New chemical, Monoammonium phosphate. Monoammonium phosphate is a fertilizer and also a potent fire extinguishing and preventing chemical. It can be made with 1 part ammonia, 1 part sulfuric acid, 1 part sodium, 1 part phosphorus.
All extinguishers now have monoammonium phosphate in them instead of water.
Extinguishers can hold any reagent, however they must be filled using an extinguisher refiller cartridge. These can be ordered or found in atmospherics.
Nerfed the extinguisher range so it only sprays in a 3x3 radius.
Mini-extinguishers spray in a 1x1 radius.
Adds Monoammonium phosphate containers across the station.
Most watertanks are replaced with Monoammonium phosphate containers.
-updates the board to be a little better, porting bay updates to it
-adds chess pieces as well, ported from bay too
-you can now drag the board to yourself to hold it, instead of having to drag it everywhere if you want to move it
-added chess and checkers kits to the loadout
At the request of kyres1 this prs adds the preset for a cyborg to be used in the future synth events, sprites were made by kyres himself. Also, gives the syndicate cyborg's smg a new sprite.
This Ports TGs System of Cargo Rewards and Bounties.
It also changes the paths of some of the foods (to be easier to use with the bounites)
It integrates the bounty application into the cargo control app
The cargo control app can now print invoices for orders and shipments
https://forums.aurorastation.org/viewtopic.php?f=21&t=11529
Adds cyborg heavy surge prevention module as an upgrade by robotics. It is expensive to make, requires a bit high tech, and can protect cyborg for 1-3 EMP pulses which is purely random when module is installed.
Adds IPC surge prevention module via antag uplink. The module comes in the form of modified red nanopaste that only interacts with IPCs. Like cyborg module it gives EMP protection for 1-3 pulses which is purely random by nanopaste. Can be used only once per paste. Cost for it is 14 telecrystals(idk if need to bump it higher, idea is that you can't buy two of them as traitor).
adds sprite for new nanopaste with surge module.
Cleans up some code in files I worked on.
Fixes bug where destroyed cyborg components would vanish. Fixes#5000
This UI is going to be more integrated with BYOND host objects. It's update principal is very different from nanoui's. It is based around state that is being synchronized with server and client (browser). Such synchronization has it's problems, like it can't handle rapid changes, what could cause client and server to become out of sync and client state to be discard.
I want mining to be able to find some unique, powerful kinetic accelerators while out on the dig. Most of these are pretty high tier (Class B to S, or BS for short) and should be great finds for miners.
I also made it so that you can only pump the assemblies if you have two hands, and some kinetic accelerators are just too heavy to fire with one hand.
When deprived of power airlocks will now open, unless they are marked as secure (Vault airlocks, AI core airlocks, and EVA airlocks) or are welded/bolted.
When deprived of power blast doors will automatically close.
Blast doors can no longer be opened with just a crowbar.
Some mapping changes have been made to ensure no department is completely inescapable due to blast doors.
No longer will people who had the misfortune of not shoving a crowbar in their pocket be forced to stare at an empty wall for 40 minutes. On the flipside now power outages will not just be a free ticket to loot the armory/bridge.
-removes the shotgun magazines, moving their sprites to the boxes instead
-shotguns boxes should now all have eight shotgun shells, up from seven
-added incendiary and emp shotgun shells boxes
-added the baindolier, a belt that can hold up to 16 shotgun slugs
-fixed a bug with unloading the pocket rifle
-added empty sprites for the uzi and a different loaded gyro pistol icon
-updates some gun related merchant lists a bit
-adds the weapon suggested by this thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=11486
-adds the Democratic People's Republic of Adhomai flag and banner
-adds the People's Republic of Adhomai flag and banner
You can get both from the loadout. Sprites were made by kyres1.
For some reason the Medical module does not have a medical hud, so they cannot change the physical status of their patients (they can see health via sensors but currently cannot change their status). This fixes that by giving it a medical hud.