changes:
Added an abstract-machinery helper type for interacting with power systems without duplicating power code.
Changed intercoms to use abstract machines to handle power state changes instead of polling with process().
Hardhat lights are now directional (LIGHT_WIDE)
Fixes#1922.
A bugfix pack of various unrelated stuff. I just poked through the issues list and cherrypicked stuff that looked quick or within my knowledge
Adds some Mech charging pads to the mining outpost. Two inside, one outside near the drills.
I also tweaked the charging pad sprite to remove the background. Basically it had a normal floor tile built into the sprite, which looked dumb on any other kind of floor. i made that part transparent. And the ones in the robotics lab didn't have an actual floor tile under them because of that, someone was lazy when mapping. so i fixed that too.
Fixes fruit slices being inedible. Someone was using Round when dividing their reagents. Protip: never round reagent amounts. the system handles decimals just fine. There was also an error with the loop
Fixes being unable to build multiple windoors on a tile.I fixed it so you can do so, but they cant stack ontop of each other (or existing windows). I also made sure they can't be rotated to stack onto existing border items. And added another rotate verb for windoor assemblies, and fixed their missing ON_BORDER flag.
Nerfed the hallucination chance of paroxetine, to make it less of a meme when prescribed clinically.
Fixes the engiborg inflatables dispenser permanantly breaking if you allow it to run out. That was my fault
fixes#990fixes#862fixes#1875fixes#1842fixes#1742
-ported nooses from hippie
They can be build with cable, if you stand on any table or bed. You can tie people, but it takes around 20 secs, and people that are not cuffed or disabled somehow can untie themselves. Also, it will produce some flavor texts while they are being hanged or a body is hanging from one.
changes:
bugfix: "Fixed an issue where some objects could not be deconstructed with RnD."
bugfix: "Helmet lights now actually display the powered-on sprite."
bugfix: "Cats on heads no longer magically turn invisible."
bugfix: "Cyborgs' portable destructive analyzer can no longer steal intercoms or the captain's safe."
imageadd: "Duffle (duffel?) bags now have in-hand sprites."
Fixes#1158Fixes#1662
Fixes#1790Fixes#1791
Fixes a number of issues with robot sprites, chem master machine, and surgery steps
The issue with borg sprites was caused by duplicate calls to ..()
Ive standardised robot module parent calls to the top of the function
Fixed the chemmaster not depositing pills in bottles properly. I added a new add_to_storage proc to storage.dm which is just a simple, safe means of putting stuff in stuff. it handles the checking.
Fixed some issues with surgery. A few surgery steps had incorrect "open" var ranges defined which was causing organ repair surgery to be interfered with
Also removed screwdriver from the list of bone mending tools, and added duct tape instead as the ghetto alternative. And allowed energyswords + chainswords to be used for cutting open ribs. theyre already useable for amputation
Fixed an incorrect return var for surgery that was making surgeons able to attack their patients on help intent. Shouldnt happen anymore
And also fixed the experimental welder being un-makeable at the protolathe.
changes:
Fixes missing icon for powered off night-mode tubes.
Nerfs borg floodlight back to sanity.
Reduces the light power on red-alert level fire alarms a bit.
changes:
Holo-computers' displays now draw above the lighting layer, allowing them to be seen in the dark.
APCs' displays now draw above the lighting layer, allowing them to be seen in the dark.
changes:
Ported /vg/'s anti-matter engine.
Anti-matter engine is now orderable from cargo.
Anti-matter fuel is now orderable from cargo.
Using 1 of each AM crate from Cargo, you can get 240 kW.
Note: We already have this engine in our code, this is just an update to it.
Adds the do_after progress bars that were originally going to be added with lighting, but got scrapped due to PR-bloat.
changes:
do_after actions now have a progress bar.
Added a changelog for directional lighting as I apparently forgot it.
The do_after proc's required arguments are unchanged, however it now accepts the argument act_target, which allows the caller to specify what object the progress bar should appear over. Defaults to user.
changes:
Engineering now actually gets engineering-type alert consoles instead of the non-functional base type.
Lighting is no longer broken by shuttles.
The ERT shuttle autoannouncer should no longer cause lighting runtimes.
Fixed some bad newlines in some character setup help texts.
Custom loadout tweaks now properly write to SQL.
Custom loadout is now saved as JSON.
Players are now shown a notice when the server was unable to load their custom loadout.
Drowsyness is now clamped to zero.
Added some new tips to the example.
Tweaked some tips' grammar.
Removed some tips that do not apply to our code base.
Probably fixes embraced vampire thralls not getting vampire verbs.
Fixes#1844.
Fixes#1835.
Probably fixes#1687.
Probably fixes#1824.
Fixes#1839
I'm currently in bugfixing mode to prepare for next update. This PR is a package of fixes for some outstanding issues related to diona that have caused complaints, and a few minor tweaks.
Fixed diona not having a mouth. This wasn't intended, even in bay. It was caused by a fuckup with typing order. Although there were hacky fixes i could do, i opted for the most correct fix, which was re-pathing all diona external organs to be /obj/item/organ/external/BODYPART/diona, whereas before they were /obj/item/organ/external/diona/BODYPART
This approach is the most flexible and future proof. Having all heads behave properly as heads is more important than having base behaviour for diona organs. That can be handled with vars and flags. This did involve duplicating quite a few vars to all that were part of the main class, but its worth it.
Rebalanced Plant-b-gone, requested repeatedly by garn. In general it got heavily nerfed, but carefully tuned. It now slightly outdamages a diona's base regen rate, but not by much. Reagent permeability is also factored in now so equipment can protect against it. Some radium treatment will make it a non issue
Also increased the click cooldown for spraybottles used on mobs. it was pretty broken at 4 dc.
Fixed nymphs getting Tau Ceti Basic for free upon evolving. Now they'll only have it if they had it as a nymph. (this doesnt affect diona that directly join as gestalt)
Added another ear slot for diona, so they can wear two headsets, or a mouse. Often requested
Adjusted diona air consumption. They have a mechanic whereby they consume gases from the environment for nutrition. Ive just made this actually remove said gases. Consumption is significantly below the rate of replacement so it wont be an issue anywhere with a vent, but they can cause air alarms if they hang around too long in an unventilated room.
Fixed a devouring bug where a creature could get stuck marked as devouring something (but not actually doing so) and be unable to start devouring it. Instead of rejection, trying to devour something you're already eating now cancels.
changes:
IPCs now emit a weak light based on the color of their screen.
The system for making species emit light is modular, and Shells+HKs have been excluded from light emission.
After discussing it with Jackboot, I have decided to give the SolRep their own uniform. In an attempt to differentiate them from the captain, I created a new uniform sprite based off of the US Navy Dress Blue uniform.
Since SolRep's and their alternate title of IAA are very different, I decided it would be best to spawn all of the SA gear on the SolRep specifically, so that the IAA doesn't get greedy with a locker.
The SolRep now spawns with:
A regular pair of sunglasses.
A Lieutenant Sol Navy dress uniform
A Navy cap
Laced dress shoes
A ceremonial sword
They no longer spawn with a briefcase.
I also switched the sprite of the Marine dress cap and the Navy dress cap, because I believe that they better match their source this way.
I also renamed the dress whites uniform to be Sol Navy Commander Dress Uniform, and the Dress blues are Sol Navy Lieutenant Dress Uniform. This is to me the best way to convey rank without creating a whole new insignia accessory.
Adding the following items:
Family Beret - Kar'lan Sel'ler - toasterstrudes
Tajaran Service Uniform - Guskov Andrei - fireandglory
Siik'maas-Tau Ceti Basic Dictionary - Zhilin Vadim - fireandglory
Emergency Response Team Duty Jacket - Fai Sinsa - soundscopes
Old Tajaran Nobleman Suit - Faysal Al-Shennawi - alberyk
Prosthetic Vaurca Eyelids - Ka'Akaix'Ghoz Zo'ra - sleepywolf
Removed:
Clement Beach implant at player's request
Vittorio Giurifiglio arm band, because item was turned into a custom loadout option due to the owner and players requests
changes:
Flashlights now default to LIGHT_WIDE directional lighting.
Glowsticks, Lamps, Flares, and Slime Cores use LIGHT_OMNI.
Maglights use LIGHT_NARROW.
Heavy-duty flashlights use LIGHT_SEMI.
EVA suits default to LIGHT_WIDE.
Lanterns use LIGHT_OMNI, as well as now having a more appropriate light color.
Floodlights use LIGHT_WIDE, as well as having a more appropriate light color.
Synthetics default to LIGHT_WIDE. (including drones)
Added some predefined light_wedge values to the lighting defines file.
Fixed some bad angles that screwed up north/south lights in some cases.
Just an assorted package of little things:
Scales down the deep fryer, reducing its power usage, oil reservoir and cooking containers. Should help with complaints about power usage
Fixes up numbers so that cookers heat up in 15 minutes as intended
Adjusts the normal size of all conbination cooking items, so its harder to reach crazy sizes
Removes some debug messages
Fixes user not being populated in get_scooped procs, which was preventing the special "X climbs onto Y" message from appearing when a mouse drags themselves onto a human
adds passtable code to girders and empty machine frames, allowing small mobs to crawl over them and projectiles to sometimes (50% chance) pass over
This is similar to #1722, but it uses a bit of math to allow explicit setting of the angle of light.
Pretty much complete, although no lights have been updated to use directional lighting.
Features:
Facing a wall with a directional light results in darkness - light is not emitted on own tile.
Added a chemistry and surgery varient of the sleek cyborg icons
Fixed that annoying issue with the open cyborg hatch witout battery
having a random pixel
Medborgs can now choose sleek medic or chemist and drone medic or
chemist
Rescueborgs can now only select either one sleek or drone icon
Fixes#1773
-changed some things on the tweak path loadout to avoid runtimes
-fixed some species being affected by virus when they should be immune to them
-fixed being able to miss when firing point blank
-tweaks a bit more the corporate safe contents
-moves some clothing objects to the proper place and fixes some names
-fix magic missiles not working
-corrupt form should not strip the wizard, should last longer and the fully upgraded form was buffed
-heads of staff, except implanted ones, can be converted to rev now
-cultists gets the cult language
-loyalty implants will stop rev convertion
-probably fixed ai and cyborgs being selected as cultists and getting access to aooc
- Fixes#1777
* Fixes#1769
pAI's can no longer drag people, only items with w_class of 2 or lower
(small items).
* Fixes#1756
No longer makes welding sound when an "off" welder is used on an APC
frame.
* Fixes#1746
Fixes the bug; however, I'm unsure of the repercussions of using
* Fixes#1605
Grab intent can now be used to put people into sleepers.
* Fixes#1703 and updates Sleeper code
Updates the sleeper code.
Broken syringes for Medical Borgs will now be repaired the cyborg
charging station.
* Fixes#1592
Pills created in a Chemmaster loaded with a pill bottle will now go
directly into the pill bottle, provided there is enough space.
changes:
Machines' process() has been separated from auto_use_power().
Lights no longer process() and instead use auto_use_power() for power calculations.
Computers that didn't really need to process() no longer process().
Airlocks now use the scheduler to auto-close instead of process()ing.
Fixed a bug where clicking on an AI Status display to set its status did not work.
Tweaks diona values on all lights, and range/power on a couple
Also adds a slightly dimmer sprite for tube light fixtures that they switch to during night mode. To reduce the incongruity from having a bright tube putting out very little light
changes:
Removed shim for old spark system.
Converted all calls to old spark system with calls to new one.
Processor-based effects are no longer pooled, as it had minimal performance impact and was breaking things.
Tweaked some visible_messages for rogue drones.
PB effects' handling of location is now done at the /datum/effect_system level.
Just adding contained sprites and code for Hijab's and a differently sprited and described variant of the robe Jackboot really liked a while back.
Hijabs (probably) came from Bay, thanks to Alberyk for handing off the robe sprites months ago.
Nanako told me it'd be a good idea to put both the variant and the original robe sprites into their own contained sprites, but I'd probably need to mess with custom-loadout for that and Alberyk already has a PR for that, so, yeah.
EDIT:Also alien ninja suit sprites, yay.
-return claws to their old damage
-added ballistic, ablative and mercenary helmets, placing them in the armoy and merc base
-tweaked some things with some clothing items, like name and pockets
-added scarfs as an accessory, available in the loadout
-added pants, also available in the loadout
-moved some things out of the armor.dmi to where they belong
-move all hats and armor from the security jumpsuit dmi file to the their right places
-moved the tunnel cloak to the xenowear section
-fixed missing heavy vests at the merc base and the missing book scanner at the library
Result of observing a cult round today, where an outnumbered cultist in a corner managed to create a juggernaut, only for it to be unceremoniously gunned down by a detective with a laspistol.
Me and garnascus agreed these things are far too weak
Increases their health from 250 to 400
This PR reduces the damage of most normal lasers by 25%, down to 30 per shot. Pistols are reduced slightly more, to 25 per shot.
In addition it also strips or reduces armor penetration in most cases.
-fix familiars being hungry and having wrong attack verbs
-add some extra mechanical differences to familiars
-fix some issues with buckling when it comes to jaunt and polymorph
-fix siphon life not working
Fixes#1737
This PR ports /tg/'s movement verbs, which allow for smoother movement that's less dependent on server tick rate.
Also ports /tg/'s Stat() limiter, which reduces how often Stat() updates to reduce pointless server load.