Farmbots prioritize refilling if their tanks are below 30%
Farmbots option to turn On/Off watering trays actually works, was set to use wrong var.
Moved sink in Hydroponics so that it is actually is in field of view of farmbots when they attend to trays. Fixes#5718
Reworded APC and SMES state when input and output are the same
Fixes#5721
Apparently this was still causing some trouble. basically without qdel the tank before moving new and assigning we will have a duplicate.
Fixes farmbot assemblies having duplicated watertank after they are finished assembling.
Wanted to fix one bug, but couldn't stop.
- Farmbot now have harvesting animation.
- Farmbots no longer have two water tanks inside of them, that was causing them to use hidden water tank and not let it be refilled. Fixes#5677
- Farmbots now will wait for weedlevel to be 5 or higher, that is when the alarm is triggered. And call `update_icon()` when it is done. Otherwise people wouldn't notice if they were killing weeds
- Vending machine now accept only items of the same type as defined in their product list. So you can no longer insert cult's ritual knife into Dinnerware. Fixes#5671
- Merchants cannot by generic mech's weapon, it was replaced with UT AC 2 and Scatterbox. Fixes#5675
- Ghosts cannot be teleported by telescience. Fixes#5688
- Ion rifle has now two firing modes: lethal and stun
- Lethal firing mode cost is increased, resulting rifle full charge to last for 6 shots. Stun mode has the original cost, making it 10 shots.
- In Stun mode if the object that was hit is an IPC - it will stun IPC for 5(unstackable) seconds. But if the object is not IPC it will EMP only that object.
- I have reworked sprites to display both lethal and stun modes just like Carbine energy gun.
- Ion rifle is now a wielded weapon
- IPC/Borgs with EMP resistance module do not get affected by stun and consume half of charge
Adds the following items:
-Stainless Steel Fork - Vedai'Kwia Xizal - conspiir
-Tokash Ancestral Spear - Suvek Tokash - evandorf
-Ghostly Board - Klavdiya Tikhomirov - alberyk
-Clawed Arm & Jacket - Diamond with Flaw - burgerbb
Removes make's antenna and change his coat to be a proper poncho.
This pra also has some changes, such as two bugfixes; one that prevents runtimes from adding new robotic limbs, and another that prevents dionaea arms from being regenerated if there is an arm present, and removing admin and species only related limbs from the fabricator, such as the hk limbs.
Adds Very Long and Very Short headtails, as well as a bunch of garments.
This change also brings the Skrell sprite in line by severely darkening it, making colors more accurate.
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.
- Diona are no longer blind all the time. Fixes#5543
- Radium doesn't spam Diona with messages. Fixes#5544
- Synthetics like AI/cyborgs/PAI can now talk. Fixes#5516
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.
This was requested by Lore team.
Diona no longer splits after loosing their head.
Without head Diona's speech range is reduced to 3 tiles(number might be changed) and is muffled.
Without head Diona goes blind
Time to regenerate limb for Diona is increased from minute to 10 minutes. Fixes#5472Fixes#5418
Diona will be notified when they attempt to regrow lost limb.
Tiny code cleanup(replacing usr << with to_chat)
Radium now cures burn, brute, toxin damage for Diona.
All reagents that affect Diona gestalt now affect nymphs as well
When being split diona Gestalt now distributes all reagents to nymphs equally.
I deleted this line by accident, this should make the transformation not instant anymore. Also, it adds an armor check to being infected by the zombie attacks.
After having our first zombie round, I saw some issues and came up with some solutions
-zombies can now devour their victims
-zombie transformation now properly removes people's languages
-trioxin will now revive the dead, allowing for people that were mudered by zombies to return back to life as a zombie
-attacking people already infected with the zombie transformation will send a message to the attacking zombie
This pr revives and improve one of fowl's project: material golems
Instead of creating the same boring adamantine golems always, anyone with access to a golem rune can now place an offering of materials, and the materials will influence the creation of a certain type of golem.
Each golem has different status and powers:
Steel, Bronze, Iron, Plasteel, Titanium golem: they are slower than the regular human, but take less damage and are more powerful in melee combat, but unable to use ranged weapons.
Cloth and cardboard golems: they are faster than a human mob, take less fall damage, but are more fragile and are weak to fire.
Glass golem: fragile to brute damage, resistent to burn and shocks, has a chance of deflecting lasers. explodes into pieces of glass upon death.
Diamond golem: resistent to burn and brute damage and has a chance of deflecting lasers.
Uranium golem: has a passive chance of irradiating mobs around
Sand golems: sand golems can vent crawl, and they will turn into glass golems when exposed to enough heat or fire
Phoron golem: melee attacks have a chance to set their victims on fire, they explode into a cloud of fire and phoron upon their death
Metallic Hydrogen Golem: weak to being shocked, can shock its victims with meele attacks, can discharge dangerous lighting and recharge powercells and other objects.
Homunculus: an organic golem, not stronger like his cousins, but has most of the advantages that a human and others species do. It can also bring other golems back to life if it can get hold of its brain
Sprites are mostly from tgstation, vgstation and europa.
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.
Summary:
Hostile mobs now look for living mobs first, before looking other things(mechs and bots)
Carps and giant spiders now attack shields if they see them. Notes: shield segment max strength is 10, and carp attacks 1-2 per attack.
If carp is targeting mob, and there is a shield in the way to mob, they will destroy shield while keep pursuing mob.
better, more generic code for targets
Overview
Makes it so that the infestation overhaul is better coded and works better with any station. Instead of picking from a set of 8 areas (2 which don't exist) it picks from any of the station areas without players currently in them.
It also removes some of the more dumber spawns (yithians who exist in the sea, and diyaabs which I don't fucking know.), and replaces them with even dumber spawns such as BLUESPACE BEARS and HIVEBOTS.
Details
Spawns are based on event severity. A minor severity spawns mice and lizards. A moderate one spawns space bats and baby slimes. A major one spawns bluespace bears and hivebots. The chosen spawns can be any area on the station, however some places are limited. The limitation is based on area as well as if there are any players currently present in the area. Don't want bluespace bears to teleport on people.
Halloween is close, and due to such, we must increase the spookyness.
This pr adds zombies. They spread via the bite, that will infect someone with a chemical, that will create a parasite, if left unchecked, it will turn the victim into a flesh eating undead.