-adds some dominia related clothing options, at request of Zundy to the loadout.
-adds more shoe options, such as cowboy boots, high heels and etc to the loadout.
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.
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.
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
PROPERLY allows unathi to wear boxing gloves.
PROPERLY and completely removed the buckle resist cooldown by fixing code oversights.
Removes duplicate definition of ethanol in the scrubber alert reagent table.
Fixes Xenoarch floating light and clean tiles outside the airlock.
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.
-adds tajaran sprites to the eva rig, ported from polaris
-ports the emp repair step from bay
-ports the suit cooling unit from bay, with some changes, you can print them from robotics with some tech and materials
-fixes the hand emag module
-vox should not more be able to deploy hardsuits, due to their clearly alien body
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).
Overview
This is just a misc fix PR to minor annoyances I encountered while playing on the server. This fixes the following:
Resisting from a chair unrestrained no longer adds a cooldown to activating objects.
Action figures are no longer massive, and only take up 1 slot in your inventory.
Boxing gloves can now be worn by any race.
The ore summoner can only move up to 10 ore at a time.
Projectile hitscan effects moved to /effects/projectiles folder.
Most of projectile firing code and some of impact code refactored, and projectile hitscan effects refactored with ported TGcode (which is mostly TGcode I wrote anyways 😎)
Projectiles can now be fired at any angle, instead of just at the center of turfs!
Projectiles are now [in theory] 100% accurate down to 0.001 of a pixel.
changes:
Helmets no longer cover eyes and now cover hair by default.
Mask, hair, and helmet sprites will now all be updated if one of them changes. This should fix issues with hair being visible when it shouldn't be, and masks mysteriously disappearing.
Fixes#3326.
This pr ports some things from polaris and vore:
-gloves can now increase unarmed attack, as well change their sharpness and etc
-adds brass knuckles, that you can wear on your glove slots and punch people for extra damage
-adds power fist, that allows you to push people around by punching their faces
-adds clawed gloves, that turns regular normie attacks into sharp ones
-adds a verbs that allows you to select a type of attack, like the language, so things like grues could select to use their claws instead of bites
-changes the price of the kneebreaker hammer
Changed trench coat, detective's trench coat, and gentlecoat to all be able to button up and down
Also updated all references of old path to new
Finished!
-fixes #4168
-fixes #4165
-fixes #4161
-fixes a missing facial hair
-fixes flags on the warehouse
-fixes a message with rings
-removes the badges from the maint spawn as some player's request
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.
* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
This PR adds 2 subtypes of industrial and two subtypes of baseline, one for each cybernetics manufacturer. Sprites by BRAINOS.
other changes:
IPCs can now be flashed or flashbanged.
Admin spawn paths have been added for subspecies that did not have them.
IPCs are no longer slowed by being cold.
-adds support to material clothing, already used by rings and makeshift weapon
-adds makeshift armor that you can craft using buckets for helmets and material sheets to make the plates
-adds a wooden bucket that can be crafted using planks also ported from polaris
-adds icon_has_variants to some sheets, adding sprites to them from tg
-fixes bronze being just a place holder
-adds sheet types to bronze and titanium
This changes the ninja suit to start off with only essential modules. The Ninja now gets telecrystals and access to a restricted uplink category filled with hardsuit modules. Also adds the EMAG hand module, EMP dissipation module, and emergency power generation module. Other changes include a buff across the board for ninja including an increase in their armor values, a buff towards their ninja modules (which they now have to buy), and changing their suit to say "stealth" instead of ominous. This should make the Ninja have a better chance against security while also ensuring it maintains its stealth antag title.
👍 5
-adds towels, which you can find at the fitness room, or at the loadout with whatever color you want
-adds new undershirt options at people's requests
-adds a colorable sweater to the loadout, from baystation
-adds more flower hairpin options
-increases the max loadout points by five
-fix an issue with the tactical armor having the holster overlay when it should not
Adds rings, ported from baystation12. You can make them out of most materials and etc. Also, it adds support for wearing rings under gloves, like magboots.
changes:
Maps are no longer compiled in, instead loaded directly from the DMMs at runtime.
Z level defines have been moved from the config to map datums.
Unit tests now use typecaches.
DMMS now actually works.
DMMS has been updated slightly.
DMMS is now capable of loading simple lists of non-text types.
DMMS is now faster when loading many types without mapped in attributes and when loading area instances.
Asteroid generation is now defined on the map datum instead of being hard-coded in SSasteroid.
Holodeck presets are now defined on the map datum.
Atmos machinery now uses Initialize().
-ports riot helmet sprite and toggle visor verb from polaris at people's request
-port the balaclava verb that allows you to roll it up and down from bay
-fixes #3176 and adds the paramedic rig sprites for the tajaran suit
This pr adds some water/pool turf mechanics, such as water slowing you down, people suffocating if lying inside a pool title, and fire being extinguished if you enter the pool. Ported mostly from vore station.
Also adds a diving suit rig, with sprites take from Europa. I swear I have plans to use it on an event.