Airbubble now has cooling unit capability:
- Airbubble cools down mobs inside with same efficiency as cooling unit and 2 time less charge consumption.
- Require power cell to be attached in order to work.
- When examined it tells what kind of cell is attached and what is the charge of it.
There was an issue with one of the travis checks that caused reagents with incorrect specific heat values to sneak into the game and cause havok. This fixes that.
Fixes#5594Fixes#5593
Because I'm an idiot I realised that phoron salt bombs are actually impossible because water turns to ice when frozen, and you need frozen water in order to make a working bomb.
I also fixed a few bugs regarding cryo/pyro mixes in reagents. It only took me 5 hours to figure out.
I also made Phoron Salts containers spawn with a stable temperature so admins don't blow up when they mess around with it.
I adjusted the explosion size of phoron salts so that absolute best case scenario, you can make a bomb that has the destructive radius of a screen.
This pr adds a tank, reserved for a future event and adminbus. Sprites were made by kyres1.
Adds some sounds to certain mecha actions, like loading crates or using a drill.
Ports padded caps from baystation.
A few bugfixes.
Fixes the cam networks in the bar / library / chapel / kitchen / hydroponics
Adds additional monkeys to xenobio
Increases the amount of fuel thrown by the flamethrower
Changes the L6 to use the correct icon states depending on the ammo
Fixes messed up astroid tiles
A lot of the gamemodes had bad requirements for players and antags, and as a result, it would result in bad rounds that were either incredibly boring or one sided. Gamemodes would appear to be far too common, such as changeling and vampire, as the requirements for players and antags are VERY little.
There was a bit of an oversight when it came to two damage formulas that I thankfully picked up. While testing everything in development. This PR changes the formulas for burn damage and temperature change caused by reagents.
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
This is the github WIP PR for the reagent system project. This is for other developers and users to track progress of the code if they're curious about it, as well as to show that it actually works.
Zippo messages are no longer red. For those who want to opt out of the zippo flavor text spam, but still have a lighter at loadout, the cheap lighter has been added in there. The zippo's description has been tweaked so that it's slightly more obvious that it's going to spam flavor messages.
This pr ports the slot machines from tg, as suggested in the forums. They are not implemented anywhere in the map, but can be built using a board that you can print in research.
Overview
Firelocks now generate their direction based on its surroundings. This only applies to firelocks that spawn in the map. This is entirely a cosmetic feature and any bugs that will (incredibly unlikely) occur will not cause a max singularity to spawn.
https://i.imgur.com/msEMNR2.png
Makes pumpkins have 'pumpkin pulp' inside of them (a child of nutriment), which can be used with space spice to make pumpkin spice.
This can be used for several drinks, along with the new pumpkin pie recipe, that no longer requires a whole pumpkin be shoved in the oven.
Additionally, added a temporary limited edition seasonal drink and donuts to the vending machines. It's Autumnlicious™!
Remaps toxin to be a significantly more pleasing area to work in. Everything was tested thoroughly, save for the doppler array which should be easy to fix if anything is broken.
It's bugged me for a while that wizards rely on not just obviously mystical clothing, but wearing a special pair of utterly nonmagical sandals, or, in a singular special case, literal 'magic shoes'.
I've always felt magic clothing should be enough, honestly. I feel like the shoes thing was only added in the ancient past to give players the ability to shoot off a wizard's feet to take away their casting powers.
So I removed the footwear requirement. Now, wizards shall be free to wear whatever they want on their assorted leg appendages.
Feedback thread https://forums.aurorastation.org/viewtopic.php?f=18&t=11999
Baseline frames can no longer wear regular voidsuits, they now must circle them inside a suit cycler. Also, adds ipc voidsuits and hardsuit sprites too.
Sprites were made by kyres.
Issues the Head of Security a specially designed voidsuit for immediate recognition in E.V.A.
It has identical values to the standard security voidsuit.
Fixes#5364
Fixes shutters making things look ugly.
Fixes disposals and cargo access.
Increases the ingest metabolism rate of alcohol and drinks.
Reverted the default settings of the UI.
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.