PDAs are dead, long live PDAs. All trace of old PDAs has been scoured from the codebase, and in its place are modular computer PDAs that are feature-equivalent. Essentially every PDA function except the Syndicate detonation feature and Notepad has been ported over, and battery life for handheld computers has been boosted alongside the addition of charging cables to make things easier.
* Mitigates research recycling exploits by minimizing what can be recycled
* Moves the research design check into a new unit test
* Adds unit test for stack material recipes costs and fixes these costs
* Instead of changing recipes the resulting materials are worth less
* Crap fix
Added plastic and perconol pills to the biogenerator.
Moved gauze and ointment out of the emag category and into the medical one.
Tweaked how stacks are made in the biogenerator, should be a bit nicer now.
Fixed an oversight that caused the biogenerator to be twice as good as it actually should have been.
Added the ability to make whips out of leather.
Fixed the leather briefcase recipe.
rscadd: "The cookie snack now contains cookies, like the mint and gum packs. They've also been added to the rations box selection."
rscadd: "Gum packs, mint packs and the cookie snack from the vending machines visibly open when clicked on."
rscadd: "Gum packs, mint packs and the cookie snack can be crumpled up when empty. If you really wanted to, you still can crumple it with things inside, so long as you're in harm intent."
rscadd: "Odd boxes, such as candle boxes, donut boxes, crayon boxes and egg boxes can be folded and unfolded from cardboard sheets."
rscadd: "Donut boxes, egg cartons and cigarette packets visibly open when clicked on. Alt-click to close."
rscadd: "Mints actually have a proper taste description now."
Adds full variants of stacks of items in the spawn menu.
Adds local narrate, which allows you to narrate to all mobs in a 7 tile radius.
Allows admins to reset stationbounds via right click or Special Verbs menu.
Adds a random type golem rune to the spawn menu, if an admin wants to adminbus a random golem into a round.
Adds some new turf sprites to replace ones in common use across the station, ports the reinforced floor from bay.
Adds new vent, scrubber, sprites for many wall-mounted objects and holopad sprites that fit in better with the changed floors.
Remaps a ton of areas visually to make better use of these changed sprites.
Biomass is now less strong.
Diona have gotten a ton of minor code improvements, using their abilities should now be a little sane.
Diona nymphs don't have to be whitelisted to grow until a full diona now. Administrative action will be taken if this right is abused.
Diona gestalts can now use their biomass / arms to create biomass structures.
Removed nymphs' ability to open biomass walls. It was buggy.
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
Fixed the dark shuttle corner blocks from looking weird after transit.
A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.
This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
You can now build improvised swords. The hilt determines the integrity thereof, while the blade determines the damage it does.
Additionally, it also adds a var that sets whether the material item uses its material name or not.
How to build machine blueprints!
Use steel sheets like normal, then rotate the frame how you like it using the directional arrow. From here use a Multitool to finalize it and then wire it up like you would before.
Made it so items get their pixel x/y reset on pickup.
Thrown items now also get their pixel placement slightly randomized.
Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
this resprites some weapons,
namely the butterfly knife and switchblade to not be comically oversized
(you know, they're...concealable.)
tweaks some other sprites too, like the handles of polearms and the stunbaton
this doesn't change how they look from afar, they're practically the same in glance value
riot shield taken from Eris (and tactical shield is a modified version of that)
made ebarrier use same colors as eshield (this makes more sense, honestly)
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
These weapons had a very high damage per hardness value (75%), causing situations where materials with high hardness such as plasteel (hardness 80) and diamond (hardness 100) could create stupidly unbalanced and powerful weapons that are capable of dealing base damages of 60 damage (for plasteel) or 75 (for diamond) per hit.
For comparison, an esword, one of the stronger antag items, has a base damage of 30, and the energy glaive, something generally only found by adminnery, is 40.
Keep in mind also the average character has a maximum of 200 hp, and going below 100 is enough to crit someone enough to pass out and need medical attention or they die.
With these new values even a diamond spear has been brought down to a much more manageable 35 base when two handed.
Also, gold and uranium are much softer, but also heavier, and better for using on thrown weapons than melee.