Project partially commissioned by Senpai Jackboot.
This PR adds a new reagent, butanol. It is an alcohol intended for unathi consumption, intoxicating and safe for them. On other species it is also safe, but has a fairly minimal effect, and humans drinking it is generally a waste.
Butanol moonshine can be made in the kitchen by delinquent lizards.
Adds two butanol based drinks, imported from moghes.
Also adds a new Tajaran Gin, slightly weaker than a normal spirit. This is an ordinary ethanol drink with some kitty flavour text.
Kegs of beer and xuizi juice can now be ordered in cargo. Prices may seem low but they come in a non-returnable large wooden crate
Fixes several bugs with alcohol effects not wearing off.
While fixing this I ran into another issue, and the easiest fix was something i've been meaning to do for a while:
Added a verb for bluespace techs to toggle their god mode on and off.
Intoxication with god mode on is now essentially disabled. It was causing too many buggy effects. If bluespace techs want to get drunk for adminbus RP, they can disable godmode first.
Fixes#1748
The Kneebreaker Hammer should no longer do hilarious amounts of damage should you find a way to make it go through the air faster than it would if you threw it.
Well, no more damage than it would if you applied such a thing to any other item.
vampire_powers.dm ~ vamps now know if they finished enthralling. Fixes#1705
utility.dm ~unconscious people cant feel things injected anymore. Fixes#606
security.dm ~7 days to play as sec now. Same with detective and warden. might need config option enabled. Fixes#1973
exodus-1.dm ~ removed useless circuit board. Fixes#1991
supplypacks.dm ~ Auxilllary Foensic tools crate spawns with a UV light now. Fixes#1936
tree_networking.dm ~ gave the malf AI more room to type things up. Also fixed typo. Fixes#1914
Made the viral infection outbreak say level 5 all the time so it matches up with sound file.
Made the robotics control console check for R.lockcharge instead of !R.canmove to avoid issues with chairs.
Gave silicons their own custom /update_canmove() proc to deal with lockdown.
Made the robotics control console use SetLockdown(), like the lockdown wire.
Added a Humanize() proc that converts from lesser to greater form.
Made Monkeyize(), Humanize(), handle_post_spawn(), and set_species take a 'keepgenes' argument that tells whether or not to keep or override the gene for lesser or greater form.
Fixed what I presume is a typo in defining the 'hard' genetics bounds.
Made MONKEYBLOCK actually functional.
This pr changes the old bay method, replacing them with some arabic and slavic names instead. Because"Rrhazkrajri Njarir'Akhan" and the like sounds stupid and has some issues with the lore, because you are not named after your ethnicity.
This PR contains bugfixes for:
Drones being unable to matter-decompile burnt matches (#717). Burnt matches will be decompiled into a small amount of wood.
Ghosts triggering infrared emitters (#644). Added a check whether the movable passing through the laser beam is actually "visible".
Reagent transfer messages showing up when clicking on chem implant cases, even when the syringe is empty (#704). Added a check whether reagents have actually been transferred. The displayed message will now also display the actual amount transferred. Removed spawn(5)-delay to prevent click-stacking.
Limb relocation messages not showing up for bystanders (#778).
changes:
Fixed some issues with tactical armor's holster.
Made tactical armor qdel its child storage instead of just nulling it out.
Hopefully fixed the runtimes with random voidsuits.
Fixed a bug where random vendors were always depleted.
Fixed a bug where industrials could not set their eye color.
Fixes#2041.
Hopefully fixes#1740.
Just fixes a small reported issue with pylons, where a ventcrawling creature could get dragged out of the pipe network and stuck under the floor. Adds some safety checks to the sucking mechanic
changes:
Only normal crew mobs equipped by the job master spawn with randomized nutrition.
Random nutrition's minimum nutrition value has been increased to 50%.
IPC Shells' skin tone and eye color now functions correctly.
Industrials' eyes now work correctly.
Added a nullcheck to random voidsuit spawn.
Fixes#1909.
Fixes#1646.
Fixes#1503.
Probably fixes#1740.
-fixes skeletons being unable to break cuffs
-buffed dark form to don't be shit, by giving it more life and some spells
-buffed the healing spells
-buffed mark and recall
changes:
Cleaned up most random objects to use lists instead of a spawn proc.
Probably fixed a bug where vendors could spawn with fractions of an item.
Probably fixes#1740.
-moves skeleton minions,wizard familiars and syndicate borgs to the ghost trap system
-allow syndicate command and deathsquid to deploy their suit fully when equipped
-fix some wrong hardsuit modules names in rd
-fix immortal skeletons being able to spam immortality
-removes the alien death proc
-fix items not dropping when hands, feet or heads are cut off
-removes the paint from cargo spam
Changes:
-adds snake people as a whitelisted species
-adds tail mechanics, ported from europa station, to the snake people, you can coil it up, people can attack it, stomp the tail and etc
-snake people can spit poison
-snake people can't use shoes
-snake people also have some other features like having a minor brute resist, claws and cuff breaking
-snake people can have different scale colors and eyes colors, but green is the best color without doubt
-also adds snake people
-fix #2011
-fix attacking people with cult books having no delay
-nerf frag grenades a bit
-fix #1988 but this may end allowing you to hit people if you use the wrong tool, but, however will make things far easier for borgs or people doing surgery
changes:
Added a QDELETED check to organ processing so they won't continue to process if they were erroneously left in the processing objects list after being deleted.
Fixed a bad robotic organ check on spiders.
This is get over the shortcomings and failures of the old config system. Currently only applied to the DB configs because they're the ones fucking up. (reverted from commit 7e1f0d2285)
Reverted because further testing showcased the issue to be inside the mysql.dll instead of the game code. Weee I feel dumb.
Trying to work off some of the older bugs on the issues list:
Fix faxmachine getting stuck on "0 seconds remaining". There may be a process scheduler issue which causes a long polling interval for the faxmachine's process()-method.
Replace newline in crew record notes with <BR> when generating the records in the filing cabinets.
Surround crew record notes with "preformatted text" HTML tags on PDA / pAI screens.
When constructing protolathes or circuit imprinters, transfer the reagents contained in the beakers to internal reagent container upon completion.
Fix suspension field generator not clearing the qdel'd suspension_field reference. This fixes being unable to unwrench the generator, too.
Fix wallet sprite still showing an empty wallet when inserting a guest pass.
Fixes a pretty severe exploit where spambuying from a vendor allows you to purchase a larger quantity than the vendor has. Coupled with the ability to add things, this is basically infinite item duplication. How did we not notice this before now?
I kept the spam buying, because it's pretty nifty, but added a safety check to ensure there's one remaining to buy
In addition, adds a little exception that allows bluespace technicians to take free stuff from vendors. Largely for debugging. I'm sick of having to spawn as a crewmember to do anything vendor related, this will save a bit of development time in the long run.
-nerfed overall accuracy, and removed burst, of the scout rifle
-removed a fuckton of white space from nanacode
-should fix ipcs being stung by changelings at long last
Iterative balancing of pylon turrets based on feedback and observations. Small nerfs in a variety of areas.
Notably, removed armor penetration from the base (non-empowered) turrets.
Slightly reduced damage, range, durability and empower gain
Went searching for the cause of the reagent runtime issues. I don't think i found it yet, but i found and fixed a couple things that could be causing it.
Most notable is an egregious bug that caused animals' reagent holder to be nulled after they're dropped from a holder.
Also adds a little safety check to recipes which may fix it.
Fixes two cooking bugs as well. One that was allowing extra containers to be inserted into an already-full oven (they nested inside other containers, it was messy) and a tiny issue with batter overlays being incorrect on cooked meats.
-fix lunchboxes being borked
-tweaks somethings in the wallet
-fix the locker item and add it to the custom loadout
-adds check to stop mouse from hanging people
This PR fixes a number of isssues with cooking that were overlooked during testing.
The cause of the infinite loop:
I neglected to add a buffer to hold cooked items to the microwave when i did likewise for other appliances, this is necessary for bulk cooking as it ensures that things which were just cooked, aren't considered as potential ingredients.
The lack of this buffer caused donk pockets to iterate forever, because the result (a cooked donk pocket) is a valid ingredient to create a cooked donk pocket. so it made the same recipe millions of times over. This is now fixed.
Runtime errors.
A few items would throw runtime errors because they override the make_food function which i significantly altered, and return data in the wrong format. This is now fixed. Affected items were: Donk pockets, valid salad, fortune cookies, amanita jelly.
Uncookable items.
A few recipes were impossible to create in appliances due to my neglecting support for adding non-snack items to cooking containers. This mostly affects diona roast and fortune cookies.. For now i've gone with a simple whitelist approach, allowing paper and holders to be added.