Vending machines couldn't be restock due to a new variable being introduced that prevents vending machines from being restocked. Now, private vending machines such as seed storage units and booze-o-mats can now be restocked. Public ones like soda machines can't.
Tweaked the Garden to reflect this bug change.
Made generic empulse_exclusive which takes list of atoms that needs to be excluded.
Wizard disable technology(emp) spell uses empulse_exclusive with caster being excluded from being EMPed. This will allow IPC wizard not damage themselves with cast. But it will still damage other wizard IPCs.
Added screwdriver, crowbar and a wrench to janitor's closet. Fixed#4755
Replaced turrets in ERT ready room with cencomm check turrets. Fixed#4742
Fixes various runtime bugs caused due to not testing the requested changes, such as the inhalers not playing sounds or the breath analyzer not analyzing breath.
Also improves some things due to feedback, such as the breath analyzer doing too much damage when thrown, and the garden being weird.
-fixes #4704, so you can resist properly out of neckgrabs again if your stunned value is low enough
-fixes the ipc construction whitelist check once for all
-fixes orb's eyes sprites being at the wrong direction
Overview
The hydroponics vending machine was changed to a different variant that uses a better UI, but lacked many of the available seeds. This quick update gives more seeds to bother the garden vendors and the hydroponics vendor.
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.
Adds the following items:
-Dull Headwraps - JIX - kyres1
-Dull Robes - JIX - kyres1
-Titanium Faceplate - IRD - kyres1
-BARON's Dice - BARON - iamcrystalclear
-Vasili Mine Zippo - Nikit Vasili - simontheminer
-O.R.B. cyborg sprites
-COFFIN SENTINEL cyborg sprites
Other changes:
Removes Muhawir's wallet at the player request. Delete pointless items, that were just bloat since they had no custom sprite or function of their own, and implement them with the config. Also, adds support for weighted dices, since this was needed for an item.
-adds weaponry permission access, that is used by the securitron to check if the person can use a weapon, added to all security roles, the head of personnel and the captain
-added a firing pin that checks for access
-fixed the ert id having access to things they should not
-rewrites a bit of the code, to make it less terrible
-fixes #4657 by making sure that the pda properly explodes now
-removes relative pathing from the pda box
Changed name of Chemistry request console. Fixed#4670Fixed#4678
Deleted duplicate windoor in the brig. Fixed#4419
Added one more GPS and emergency medical radio link to EMT room. Fixed#4380
Replaced area of Mainlevel Cryostorage from primary hallway to cryostorage. Fixed#4290
Increased size of Toxin's airlock, adding ability to refill canister from main oxygen supply by using air distro that is used in Mining and Xenoarcheology airlocks. Fixed#4145
Changed c_tags for cameras in Medical construction level. Fixed#4677
Merged two definitions of glasses into one.
Renamed few Request consoles in security construction level according to their room names. Fixed#4687
Fixed turrets without control panel not updating their lethal sprite in lethal mode.
Since the warehouse is now bigger, it would make sense to increase the amount of loot that spawns in the warehouse. This PR effectively does that, as well as removes some of the more useless items that can spawn in cargo.
This pr ports some sounds effects from baystation12, it has sounds for:
-using medical items
-using hyposprays
-opening some storages, like briefcases and toolboxes
-lighting matches
-magboot activation sounds
-holster sounds
-tape sounds
-pen and stamp sounds
Adds more food for the chef to cook. Items include:
Bacon Flatbread (Not pizza)
Breakfast Wrap
Meat Pocket
Fish Taco
Pineapple Rings
Pineapple Pizza
Chocolate Truffles
Bacon Burger
NtMuffin
BLT
Converts the news network into a subsystem
Loads news from a database at the start of the round
No longer ties the PDAs to the tcoms system to access the news (which was broken anyway)
Removes the trivial news event
Adds the already existing virology / xenobiology containment events to the rotation
changes:
Bidirectional source Z-lights have been reverted to single-direction in favor of corner z-bleed.
Z-mimic turfs will now average their light level with their mimiced turf to better approximate Z-lighting.
Openspaces have been made significantly less dark.
Corners no longer incorrectly always take the instant update pathway.
MultiZ helpers are now macros.
More things now properly respect area dynamic lighting settings.
- 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.
-fixes the jobban check on the ipc construction
-fixes eva having too much lights and skrell suits
-fixes #4569
-fixes the floor being a holo floor in the security second level
-fixes #4557
-fixes an extra pixel on the hudeyepatch
-fixes #4574
Honestly I find that uranium ninja throwing stars are ridiculously overpowered and honestly just dumb in terms of mechanics. On top of the already ridiculous effects of getting hit by a throwing star, a uranium throwing star deals an additional random 25-50 toxin damage per hit regardless of armor, and regardless of whether or not it sticks in the wound. For reference, the xray rifle deals 25 damage per hit. I'm like 90% sure a uranium throwing star is more deadly than it's energy sword, which is just silly.
This update makes it so that the ninja throwing stars produced in the fabricator are of steel quality. To lessen the impact of this nerf, I also made some tweaks to uplink cost as well as the production cost of steel throwing star. Steel throwing stars also have less weight, and as an added bonus they can be purchased from the traitor uplink for 1 telecrystal each.
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 prs removes the old method of ipc resurrection, which was just removing and placing the mmi/heart back into the body, which was really lazy and caused a lot of bugs.
Now, robotics can create a ipcs frames using the different brands in the robotics frabricator, based on the torso's brand. The law manager can disable by using a multitool on the head which is the diffence between creating a cyborg or an ipc. Also; it allows you to customize your snowflakness after your new body is created.
Changes: you can't print all torso types from robotics anymore, but there are torsos that come with their own brand, that you should be able to buy from cargo, that will allow someone to create another type of ipc.
Feedback Topic: https://forums.aurorastation.org/viewtopic.php?f=18&t=10705
Adds three new camera networks:
Civilian Main
Civilian Surface
Service
Replaced the "Civilian East" and "Civilian West" cams on the aurora with the "Civilian Main" / "Civilian Surface" / "Service" / "Supply" cams.
from left to right
security, medical, meson, material, science, thermal, welder, night vision, standard (no hud)
None add any flash protection except the welder HUD (only partly).