* Adds a box of firing pins to the RD's locker. Can't permit mass-production of firing pins via R&D, sorry lads, this is the best anyone can do.
* This box of pins has a varied assortment of pin types.
* Pin removal is based on probability as the screwdriver is the only means of removing pins at the moment.
Adds (read:ports) a few hair pins, a few hair bows, more hair flower pins, and flower crowns. Make a wood circlet, then apply sunflower/poppy/harebell seeds to make a flower crown.
This PR also fixes department jackets, and finishes up by adding a sec cloak (and hos cloak) and sec jacket.
Overview
Adds thirst mechanics. Thirst mechanics work exactly like hunger mechanics where if you don't drink enough liquid, you become thirsty and move slower. Several other mechanics involving drinks were also changed.
For organic races, you gain hydration by consuming beverages and water. Water is the most effective way of hydrating yourself. IPCs are not affected by hydration and do not have to worry about it. If you overeat or overdrink, your nutrition decreases faster until you are of normal hunger and thirst levels.
Penalties for not eating or drinking are now more severe. If you refuse to drink or eat all shift, you will be up to 33% slower and take twice as much pain damage. The amount scales based on your hunger or thirst levels. If you are considered hungry or thirsty, it starts scaling until you're starving or seriously dehydrated. If you overeat and overdrink as well, you get a ~5% reduced movement and pain tolerance with each mechanic.
The icons for hunger have been updated to be more specific, and they match the new thirst indicators as well. https://i.imgur.com/QQbWxYI.png
You can now also inject beverages into your blood for x4 effectiveness. Before, IV dripping yourself with vodka did nothing but give you a small amount of toxins, but now it should be a hell of a party.
Dionaea can now be affected by beverages with respect to nutrition gains and temperature changes. Dionaea cannot be affected by some effects, such as stuttering and intoxication, still.
Healing effects for certain beverages (tea, milk) were removed. This a HRP server, milk shouldn't heal you.
-adds some new dresses ported from polaris and tg to the custom loadout, at some players request
-adds the medical gown, replacing the white jumpsuit in patient's closet, suggested here: https://forums.aurorastation.org/viewtopic.php?f=18&t=11622&
-adds fannypacks to the loadout
-adds some xeno hardsuit sprites, ported from polaris
Newscaster no longer keep photo in them after you take it out. Fixes#5216
Added missing cameras in the bar. Fixes#5207
Added two emergency O2 wall lockers to the bar and kitchen. Fixes#5241
Fixed reference in red track pants(was referring to blue). Fixes#5276
Beepsky/ED209 now stop moving after they are being disabled. Fixes#5244
Cyborgs can not open/close curtains. Fixes#5284
ED 209 no longer fires from long distance, but gets closer if target is too far away to shoot.
Both items taken from the tgstation.
Magic eightballs allow you to ask a question, picking up a random answer. Or they might ask the dead on the deadchat, if it is a haunted one.
The ouija board allows some possible limited communication with the ghosts, however anyone else can move the planchette, allowing people to mess with other person as well.
Adds new drugs:
-Red Nightshade: a drug that induce a berserk-like status, you see only red, can smash windows, stuns go away slower and etc
-Paxazide: a medicine that induces pacifism on the target, like the mutation
-Spectrocybin: a hallucinogenic that has a small chance of giving a glipse of the other hidden to mere mortals, can be found in a mushroom variety
Adds a new secret chem:
-Bottled Lightning: causes a tesla zap when in contact with someone's blood or when splashed on the ground
Also removes some broken/unused plants.
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.
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 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.
-cutting a gloves' tips will now increase the siemens of the gloves by 0.25
-added a pair of unathi and tajaran insulated gloves to the eletrical and the chief engineer's closet
Why:
Because the gloves restrictions are pretty much pointless, when a mere wirecutter or scalpel can just make any glove fitting for the tajara/unathi with no downsides. This should not really affect engineers, since they will get access to a limited number of those in their department, and you can get them from cargo.
Fixes#5030Fixes#5028Fixes#5040
Fixes american flags not showing up
Fixes gauss rifles being overpowered
I may add more bugfixes with this PR if anything juicy comes up.
Implements various changes at the behest of lore-dev BygoneHero, namely:
Vaurca can now wear specially modified softsuits.
Vaurca now have their own special rigsuit a la the breacher: the combat exoskeleton. It comes with various special modules, including a boring laser that allows them to dig below themselves rapidly, a vaurca variant of the combat injector which includes phoron and k'ois paste, and a neural lattice which reduces halloss by sharing it with everyone else wearing a neural lattice.
Vaurca also have received various other currently unavailable event items, including a variant of the tactical mask that filters out nitrogen and allows the Vaurca wearing it to eat, tachyon rifles and carbines which penetrate up to three layers of walls and possess other fringe benefits, the gauss rifle which is a semi-automatic variant of the crossbow with greater power and a 6 rod magazine, the energy zweihander, commando armor and scout armor.
Introduces a general climbing mechanic. Climbing can be initiated by clicking on a wall or an open turf, and it is a percentage chance that is modified by the amount of stable/large items beneath you, and decreased by the amount of unstable/small items. Vaurca are naturally proficient and always succeed at climbing.
Changes Vaurca to see in blue-green vision. Their vision is generally brighter and reddish colors are converted to a blue-green color.
Adds the Sedantis flag, an interhive flag that celebrates the universal longing for Sedantis and is a symbol of the Vaurca diaspora.
In converting some things from show_message to visible_message, people forgot that the 2nd argument is not range. But is instead, either blind message or user message. So I fixed it. Also added some high lighting and user messages.
Removes the phantom global definitions that Fowl found.
Fixes:
Game log in GELF not logging proper target.
Pylon attacks not detecting the actual firer of a damaging bullet.
A message in the mixer cooking machine.
A message in airbubbles.
A use_check sanity check in landmines.
Some messages in psych therapy code.
A view() checkk in psych therapy code.
CCIA being unable to announce incoming faxes in some circumstances.
Language whitelists potentially checking the whitelists of the last person to throw a tray in addition to the pref mob.
Fixes some messages/sounds with some custom items.
Fixes a message with digging into the asteroid.
Fixes electrocution code not properly checking for absurdly long hair.
Fixes a broken message in devour.
Fixes a targeting issue with player-controlled hostile ranged mobs.
Fixes failure behavior for modular RnD guns.
Fixes an intent safety check on gun aim.
Fixes the Harvester knock spell potentially not working.
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 new item - airbubble
The idea is based of this thread.
Adds airbubble - item which when unfolded can provide user with environmental protection, the pressure inside won't be idea, but the oxygen will be enough to last for 20 minutes.
Airbubble properties:
When factory folded it is of normal size, so that it can fit in your internals box or backpack. But when folded manually after usage it is large size, and can only fit in storage like backpack minimal.
Has internal tank attached to it. By default each air bubble comes with double emergency oxygen tank(which can be found in engineering), it has enough oxygen for 20 minutes of usage. Tank can be detaches to be refilled and attach back. You can also attach different kind of tanks and they would work. Example is to attach phoron tank to kill someone, or sleep toxin to make them from breaking out.
Airbubble zipper can be forcefully blocked by wire handcuffs, to kidnap people. To take it out you need to use wirecutters.
Provides with breathable atmosphere, but pressure is just above minimal - meaning that you won't feel that comfortable inside of it
Breaking out when forcefully blocked is possible using resist, it would though make a hole in the bubble making it leak air of tank valve is on and not possible to use to protect yourself from environment.
Fixes#4809 and also gives the chaplain back his service headset... which I'm not sure why it was ever removed? They were always part of service before.
The less controversial tweaks
Tweaked the metabolism rate of mental medication to reflect their intended values. Reduced the dosage threshold to suppress traumas to reflect their intended values.
Syringe (drugs) now contains truth serum.
Cardox is now slightly poisonous, and can directly remove phoron from blood when consumed. Cardox can now remove phoron in the air when applied to turfs.
A secure box of loyalty implants, hextrasenil pills, and cardox grenades are now located in the vault.
The vault now contains some misc emergency gear that a head of staff can access in case of a dire situation. Current gear are loyalty implants, expensive cardox grenades, and Hextrasenil pills.
This PR adds new item - oxycandles.
The idea is based of this thread.
chemical bases oxygen candles that when activated can provide enough oxygen to make tiny-small vented spaces with oxygen.
Oxycandles properties:
When activated the chemical reaction cannot be stopped - emergency use only.
Small size, can fit anywhere.
Can restore air in very tiny-small vented place.
- Access to Research Division Maintenance airlock is fixed#4477
- Changed shower to wash any mob present on active shower tile, also added damage to slimes. #4483
- Added missing emergency firelocks in interstatial level of security. #4444
- Fixed wrong spelling of broken light bulb icon state, issue #4541
- Added for pool to use reagents water on mobs or objects, now pool cleans itself and user, plus damages slimes. #4544#4545
- `crush_act` now checks if atom is simulated. #4001
- turbolifts now use `crush_act` on atoms.
- Closets have their own crush_act. They now gib mobs inside of them. issue #4538
- Closets uses its internal function to dump content upon destruction.
- Closet now spawn one sheet of steel when destroyed.
- Fixed chainsaw unwielded force to be appropriate. Buffed chainsaw on wielded/unwielded force. Wielded is now `60` and unwielded is `30` if it is powered. #4586
- Added missing cameras to medical construction level. #4581
- Hydroponics tray status no longer blocked by light fixture, moved it in a better spot. Added one more light to hydroponics to not have shadows. #4449
changes:
Underwear has been promoted to a human layer; this might fix some potential issues with human icon caching.
turf/Entered() code has been cleaned up and proximity checks have been timerized.
Fixed an issue where openspaces wouldn't render objects that entered an openspace after init.
Shortened organ keymap prefix as it didn't really need to be that long.
This PR removes brain surgery's ability to instantly cure all traumas. Now traumas have been roughly divided into four categories of treatment:
1: Chakra therapy cures traumas that directly affect physical behavior, such as tourettes or paralysis. It is accomplished via the crystal therapy pod available to the psychiatrist.
2: Hypnotic therapy cures traumas that directly affect mental behavior, such as phobias or confusions. It is accomplished via the mesmetron pocketwatch available to the psychiatrist.
3: Isolation therapy cures traumas that cause hallucinations. It is accomplished via the metronome and facilitated by the isolation room available to the psychiatrist.
4: Surgical therapy cures traumas that do not fit into the above categories. It is accomplished via brain surgery.
Using the crystal therapy pod's neural scan function will provide the psychiatrist the brain damage the patient suffers from in numerical form. It falls upon the psychiatrist to determine how much of this brain damage is being caused by mental traumas the crystal therapy pod is equipped to deal with. Excessive cycles will cause increasing amounts of radiation damage.
The mesmetron pocketwatch requires the patient to believe in hypnosis. It then puts the patient into a slumber, where the psychiatrist can hypnotically suggest new behavior, provided the patient continues to believe in hypnosis. Each suggestion cures a single hypnotic trauma.
The isolation room is equipped with a metronome. When active, the metronome will have a chance every ticktock of the metronome to cure an isolation trauma, provided the patient is totally alone.
The psychiatry office has been expanded into a complete mental health ward. The only thing it is lacking is beds, as I believe recovering mental health patients still belong in the recovery ward.
The chaplain can also cure isolation and chakra traumas by dispelling the demons within with his null rod. Staring at the supermatter unprotected has been known to hypnotize. Electricity applied by any source directly to the head is also known to sometimes cure electroshock trauma.
Argument was that nurse's outfit is too exposed for medical staff, and against sterile protocols.
Removes nurse's outfit to be spawned in medical lockers
Removes nurse's to spawn with nurse's outfit
Edit: Forum Topic regarding that is here: https://forums.aurorastation.org/viewtopic.php?f=18&t=10752
This PR implements a system for manipulating a client's color safely and also ports a prioritization system for sorting client color from /tg/. Currently this PR also implements client coloration in the form of color blindness, namely:
Monochromacy
Deuteranopia
Tritanopia
Protanopia
DTP are mild brain traumas, whereas monocrhomacy is a severe brain trauma.
Furthermore, this PR removes the Needs Glasses prompt in character creation, and replaces it with a disability selector, allowing people to more closely refine their special little snowflakes.
Current disabilities available:
Nervousness
Nearsightedness
Deuteranopia
Tritanopia
Protanopia
Deafness
Muteness
Refactors electrocute_act slightly. Electricity will now only start in your hands if ground_zero is explicitly set to l_hand or r_hand. All instances where electrocute_act is called because you touched something (IE opening a crate, touching the powergrid) have been set so that ground_zero is your currently active hand.
Otherwise, ground_zero will be randomly selected from available organs.
This is important because it is the siemens_coefficient of ground_zero only that affects electrical conductivity. EG if you get tesla_zapped in the chest you will not be saved by wearing insulated gloves. Once the electricity is in your body it does not matter.
Sufficiently powerful electricity (shock_damage >= 6) will induce an EMP in the relevant contact zones. This EMP will affect all items in the relevant organ only. Shock damage will still become reduced as the arc propagates through your body, and the EMP's produced will be updated accordingly.
The IPC power cell organ will now produce effects when EMP'd based on the current damage value of the organ pre-decrement, ranging from stuttering and blurriness to unconsciousness. Other special EMP effects for other IPC organs are pending, but I am thinking of holding it off for Part 2/1,034
Baton class weapons have been modified. Their raw force damage has been reduced, but they will now deal shock damage to a roughly equivalent value.
Harmbatons will deal 5 brute and 10 shock, and their electrocute_act will have a defined def zone (e.g it is a localized shock and there will be no arcs)
Cattleprods will deal 3 brute and 6 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing.
Stunrods will deal 7 brute and 14 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing.
(For clarification, cattleprods and stunrods currently still deal no brute on help intent, but will cause shock damage)
Fixes an issue with electrocute_act where if def_zone is called would not actually do anything.
Complete remap of the Medical main level. Expect bugs and missing
equipment.
Added a new isolation wing to Medical.
Changed the nuke's position, to a much safer, new location.
Added an alternative exit to the Bunker.
Added a new store that only the HoP can grant access into.
-Detective and CSI's offices have been moved to a level above Security.
New Security training area, for cadets and other uses you may find to
it.
New transfer/escape shuttle. Not the final version, probably. Test of
acceptance from the community in progress. Not entirely convince by the
design.
New Research-coloured folders (Sprite recolouring by Fire and Glory).
Slightly remapped Kitchen. Tighter on space, big on table surface
area.
New Research Office by Xenobiology, after a lot of requests.
Vault entrance has been redesigned to fit a bit more with its purpose.
A lot of bugfixes, missing stuff, and minor suggestions.
Fixes#4311.
Fixes#4225.
This PR rips out the old Bump() and Bumped() procs and replaces them with Collide() and CollidedWith() respectively. Behavior should be the same, but Bump() should no longer be double-called, and no longer relies on spawns.
Other changes:
LAssailant is now a weakref.
Some direct loc setting are now forceMove().
Added Chainsaws. They can be held with two hands, and powered on. Sprites ripped from /tg/station. Mechanics ripped from chainsword + two handed weapon code. Sounds ripped from various websites,