Commit Graph

25505 Commits

Author SHA1 Message Date
fernerr
78c2dacbb9 Fixes the range and dropoff of some sounds (#7405) 2019-11-13 19:23:57 +01:00
Doxxmedearly
84efb3fd82 Decompiler Tweaks (#7367)
Decompiler now plays a noise when used to decompile small pests. Cronch.

Also adjusted the decompiler to be used on more pests besides rats and lizards. It now handles simple mobs up to size 3 (which includes tindalos, diyaab, yithian, etc). This will help bots keep things clean.

I've excluded cats specifically (size 2.5) because we really don't need maint drones memeing around sucking up station pets. Dogs (even puppies) are excluded by default due to size.
2019-11-13 08:59:13 +02:00
Geeves
6e3b44f4b3 RnD now starts at level 3 with most station research. (#7188) 2019-11-12 20:30:22 +01:00
Geeves
d5fffae7c8 buffs fireaxe (#7363) 2019-11-12 20:29:20 +01:00
alsoandanswer
4fc0f1a0f0 Kills recent codersprites (#7360) 2019-11-12 20:28:53 +01:00
Geeves
6ee38007ba more fireaxe storage + CE hardsuit temperature buff (#7348) 2019-11-12 20:28:24 +01:00
JohnWildkins
03a2627df8 Stuttering markup fix with a side of refactor (#7344) 2019-11-12 20:27:46 +01:00
Matt Atlas
e669e5cb7f Fixes backpack preferences not working (#7391) 2019-11-11 22:54:15 +02:00
JohnWildkins
5e16af44c7 Fix ninjas spawning with backpacks instead of RIGs and similar issues (#7389)
Fix ninjas spawning with backpacks instead of RIGs and similar issues
2019-11-11 09:28:28 +02:00
JohnWildkins
c49a4f9c00 fix antags not spawning with chosen backpack (#7383)
title, fix no. 30492034 for the loadout refactor that totally didn't just make things worse (tm)
2019-11-10 20:56:22 +02:00
Matt Atlas
622e355698 Fixes skin preset not changing in antag selector (#7386) 2019-11-10 13:50:42 +02:00
ParadoxSpace
1a7fd112e0 Fourth Cargo Technician Slot (#7310)
Fourth Cargo Technician Slot
2019-11-10 12:42:09 +02:00
Alberyk
fb4dcd5d57 Changes ert and tcfl species selection (#7352)
This pr tweaks ert and tcfl species selection to better reflect lore restrictions in those roles.
2019-11-10 12:40:40 +02:00
Alberyk
2f96cbdbfb Adds a couple of new jacket options (#7353)
Adds the items suggested at this topic: https://forums.aurorastation.org/topic/12978-aurora-style-upgrade-jackets-jeans-etc
2019-11-10 12:40:25 +02:00
MarinaGryphon
9f2e752df9 Fixes lung reinflation (#7381)
Fixes a runtime making syringe lung reinflation not work properly on other people.
2019-11-10 12:33:18 +02:00
Matt Atlas
f23fd1a980 You can no longer RNG head KO anyone with a helmet (#7342)
What happens: You have a melee weapon. You hit someone with it while aiming for the head. There's always a chance to make them go to sleep for a ridicolous length - like 45 seconds.

But they have a helmet on! This is a pretty lame mechanic in that case.
2019-11-10 00:51:28 +02:00
Geeves
03f4f9fc92 BEGONE, CULTMAN (#7347) 2019-11-09 23:26:20 +01:00
Geeves
ebc3e94fd6 bash that door (#7362) 2019-11-09 23:18:13 +01:00
JohnWildkins
a45025b2a4 fix raiders and also (#7377) 2019-11-09 22:59:27 +01:00
Geeves
051d5130d8 Makes Ling a bit better (#7224)
Wew. It also separates ling stuff into sorted files and folders. For future developers to uh. Rework. And uh. Not remove.

    Improved sting descriptions.
    Fixed various typos, made some descriptions more clear.
    Stealthsuck now does toxins instead of genetic damage (randomly between 10 and 15).
    Hallucination sting occur 5 - 15 after stinging.
    Hallucinations last a smaller amount of time.
    Epinephrine sacs renamed to Adrenaline Sacs.
    Adrenaline Sacs cost 30 chemicals (was 45) previously.
    Adrenaline Sacs produce low amounts of oxycodone and hyperzine on activation.
    Faster chemical regeneration upgrade now regenerates 2.5 times faster (up from 2).
    Enhanced chemical storage now stores 50 extra (up from 25).
    Armblades now cost 4 genomes (up from 2).
    Rapid regeneration now heals genetic damage as well.
    Regenerative stasis now allows you to revive after 10 seconds (from randomly: between 8 and 20 seconds).
    Adds a text prompt confirmation if you want to go horrorform or not. Die misclicks, die.
    Adds a prompt to let ling know they need to wait a minute before they can stealthsucc again.
    Ling shield does more bashing damage.
2019-11-09 22:50:17 +02:00
JohnWildkins
b4901e0906 Sprite fixes and tweaks galore (#7374)
Fixes/tweaks:
        Wallets, lanyards, mining carts, Einstein Engines ID, and improvised sword missing sprites.
        Outlines / colors on engineering and cargo outfits, ore and sheet snatchers, atmos fire helmet and hardhats, and safety goggles.

Fixes #7371
2019-11-09 22:49:20 +02:00
Matt Atlas
3b6f7996c4 Human Sprites 2: The Desimpsonifying (#7057) 2019-11-09 11:23:42 +02:00
Geeves
4c4bcb671c Makes Ninja need slight higher Playercount (#7277) 2019-11-08 22:21:37 +01:00
ParadoxSpace
a99c2cf8f2 Fixes Circuit Lights (#7356) 2019-11-08 22:15:27 +01:00
Alberyk
a358b8933d Fixes badly done lobotomization checks (#7361) 2019-11-08 21:30:10 +01:00
Alberyk
fef1d361eb Tweaks those two xenobio reactions. (#7366) 2019-11-08 21:24:17 +01:00
ParadoxSpace
1dfc7faa92 Wulumunusha Adjustments (#7355) 2019-11-08 21:14:24 +01:00
Geeves
59a99a7ebf Adds Drillfall Dropper to the QM locker (#7065) 2019-11-08 21:03:22 +01:00
JohnWildkins
fc29268722 Trap Refactor (#7234) 2019-11-08 20:59:17 +01:00
Geeves
d84588aec1 Adds the Unathi Kataphracts as a response team (#7345) 2019-11-08 20:47:26 +01:00
alsoandanswer
a757303f96 Cool new sprites for PDAs, ID's, and cartridges (#7147) 2019-11-08 20:28:54 +01:00
Alberyk
52468c4516 Adds the hakhma (#7321) 2019-11-08 20:25:53 +01:00
fernerr
f0d923d24c Makes the laptop vendor unanchorable (#7337) 2019-11-08 20:20:16 +01:00
Alberyk
aa8f7b8f6b Makes so that you can pick up anchored items again (#7354) 2019-11-08 20:10:04 +01:00
Alberyk
de687af836 Fixes the shuttle call. (#7358) 2019-11-08 20:01:01 +01:00
MarinaGryphon
9382075853 Unapologetic Mind Control Buffs (#6659) 2019-11-06 19:24:25 +01:00
Alberyk
fdb7f68144 Replaces in game references of rig with hardsuit (#7325)
* Remove references to rigs.

* Changelog
2019-11-06 18:57:20 +01:00
Werner
9c2f225718 Changes to drones and z-macros (#7068)
Turns the z-level restriction procs into macros
Changes z-level restrictions to use the macros
Use contact_levels for announcements (instead of player_levels)
Restricts the teleporter to station_levels instead of player_levels
Restricts AI tracking to station_levels instead of player_levels
Mechs only get tracking beacons if they are on station_levels (instead of player_levels)
Construction Drones gib if they enter a station level
Mining Drones gib if they leave the station levels
Removes the mining equipment vendor from the scrapheap
2019-11-06 18:55:14 +01:00
Doxxmedearly
4728303bc1 Card holders actually hold cards (#7326) 2019-11-06 18:28:42 +01:00
JohnWildkins
c195df5b10 oh god why (#7346) 2019-11-06 08:47:00 +01:00
fernerr
66b354617d Turns off ambient occlusion for shuttle turfs (#7338)
Title, forgot to bring this over from the old ones.
2019-11-05 09:09:22 +02:00
fernerr
8ca8760c21 Replaces all instances of /turf/simulated/shuttle with simulated/wall/shuttle or simulated/floor/shuttle counterparts. (#7315)
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.
2019-11-04 21:59:28 +02:00
Geeves
2142622885 Bolt Cutting and Airlock Examines (#7317)
Ports Baystation12/Baystation12#15352 slightly.

Adds examining to see if a door's bolt cover is open, and if it has a maglock on it.
2019-11-04 21:59:10 +02:00
fernerr
41fe688357 Removes a ripley paint kit that wasn't supposed to appear under normal circumstances (#7335) 2019-11-04 21:58:19 +02:00
Erki
64f6e6a779 Fixes wizards being unable to use their artifacts (#7336) 2019-11-04 21:57:12 +02:00
Alberyk
c3ad3e84f1 Fixes wizards being unable to use their artifacts. 2019-11-04 14:35:16 -03:00
Erki
8e57f61fa9 Allows IPCs Sol Common (#6792)
ENABLES ROBOT POWERCREEP.
2019-11-04 09:37:29 +02:00
fernerr
26f7182fe9 Fixes an issue with Hivebot bombers (#7327)
Basically if two exploded in close proximity to each other it could lead to infinite recursion, crashing the server.
2019-11-04 09:23:10 +02:00
Alberyk
c9ce268451 Fixes deathsquad showing up when the distress beacon is used (#7328) 2019-11-04 09:20:43 +02:00
Doxxmedearly
fb3f222cc7 Highly-Anticipated Crayon Features (#7312)
Crayons finally have crayon dust in them. Use a grinder to get it (syringes won't work).
    Removed the "uses" var for crayons and made the number of times a crayon can be used (or chewed on) based on the amount of crayon dust remaining.
    Normal crayons contain 10 units of crayon dust. One drawing consumes 0.5 dust (for 20 effective uses. Down from 30). Taking a bite transfer 2 units to you (For five bites). So where before you could bite a crayon 4 times and still use it 30 times, now if you bite a crayon 4 times (8 units) you can only use the nub to draw 4 times (2 units) before it's gone.
    Mime crayons have 15 units of dust, rainbow crayons have 20.
    Biogenerator can produce crayon boxes now. It can already produce wax and cardboard, so this isn't a stretch. People will have to interact with hydro or cargo to get a good amount of a specific color of dust.
    Gave crayon dust colors unique flavors because why not. It's fun.
    Fixes #6284
2019-11-04 09:12:54 +02:00