Changes:
-adds snake people as a whitelisted species
-adds tail mechanics, ported from europa station, to the snake people, you can coil it up, people can attack it, stomp the tail and etc
-snake people can spit poison
-snake people can't use shoes
-snake people also have some other features like having a minor brute resist, claws and cuff breaking
-snake people can have different scale colors and eyes colors, but green is the best color without doubt
-also adds snake people
-fix #2011
-fix attacking people with cult books having no delay
-nerf frag grenades a bit
-fix #1988 but this may end allowing you to hit people if you use the wrong tool, but, however will make things far easier for borgs or people doing surgery
changes:
Added a QDELETED check to organ processing so they won't continue to process if they were erroneously left in the processing objects list after being deleted.
Fixed a bad robotic organ check on spiders.
This is get over the shortcomings and failures of the old config system. Currently only applied to the DB configs because they're the ones fucking up. (reverted from commit 7e1f0d2285)
Reverted because further testing showcased the issue to be inside the mysql.dll instead of the game code. Weee I feel dumb.
Trying to work off some of the older bugs on the issues list:
Fix faxmachine getting stuck on "0 seconds remaining". There may be a process scheduler issue which causes a long polling interval for the faxmachine's process()-method.
Replace newline in crew record notes with <BR> when generating the records in the filing cabinets.
Surround crew record notes with "preformatted text" HTML tags on PDA / pAI screens.
When constructing protolathes or circuit imprinters, transfer the reagents contained in the beakers to internal reagent container upon completion.
Fix suspension field generator not clearing the qdel'd suspension_field reference. This fixes being unable to unwrench the generator, too.
Fix wallet sprite still showing an empty wallet when inserting a guest pass.
Fixes a pretty severe exploit where spambuying from a vendor allows you to purchase a larger quantity than the vendor has. Coupled with the ability to add things, this is basically infinite item duplication. How did we not notice this before now?
I kept the spam buying, because it's pretty nifty, but added a safety check to ensure there's one remaining to buy
In addition, adds a little exception that allows bluespace technicians to take free stuff from vendors. Largely for debugging. I'm sick of having to spawn as a crewmember to do anything vendor related, this will save a bit of development time in the long run.
-nerfed overall accuracy, and removed burst, of the scout rifle
-removed a fuckton of white space from nanacode
-should fix ipcs being stung by changelings at long last
Iterative balancing of pylon turrets based on feedback and observations. Small nerfs in a variety of areas.
Notably, removed armor penetration from the base (non-empowered) turrets.
Slightly reduced damage, range, durability and empower gain
Went searching for the cause of the reagent runtime issues. I don't think i found it yet, but i found and fixed a couple things that could be causing it.
Most notable is an egregious bug that caused animals' reagent holder to be nulled after they're dropped from a holder.
Also adds a little safety check to recipes which may fix it.
Fixes two cooking bugs as well. One that was allowing extra containers to be inserted into an already-full oven (they nested inside other containers, it was messy) and a tiny issue with batter overlays being incorrect on cooked meats.
-fix lunchboxes being borked
-tweaks somethings in the wallet
-fix the locker item and add it to the custom loadout
-adds check to stop mouse from hanging people
This PR fixes a number of isssues with cooking that were overlooked during testing.
The cause of the infinite loop:
I neglected to add a buffer to hold cooked items to the microwave when i did likewise for other appliances, this is necessary for bulk cooking as it ensures that things which were just cooked, aren't considered as potential ingredients.
The lack of this buffer caused donk pockets to iterate forever, because the result (a cooked donk pocket) is a valid ingredient to create a cooked donk pocket. so it made the same recipe millions of times over. This is now fixed.
Runtime errors.
A few items would throw runtime errors because they override the make_food function which i significantly altered, and return data in the wrong format. This is now fixed. Affected items were: Donk pockets, valid salad, fortune cookies, amanita jelly.
Uncookable items.
A few recipes were impossible to create in appliances due to my neglecting support for adding non-snack items to cooking containers. This mostly affects diona roast and fortune cookies.. For now i've gone with a simple whitelist approach, allowing paper and holders to be added.
changes:
Fixes PDA manifest.
Fixed some bad turfs on the outpost.
Very slightly sped up lighting initialization.
Fixed mine turfs bordering on space turfs having a bad edge.
Possibly sped up asteroid gen slightly.
A small PR with a couple of effects:
Makes simple animal sleeping a bit more robust, and fixes mice never waking up. Also adds napping support for NPC cats. Sadly it doesnt work for kittens as theyre lacking a sleep animation. Napping support can be easily added to any other creatures though many are lacking suitable sprites
The rest verb for animals is moved to the abilities tab. its more streamlined to have it there since thats where all their other things are
Tweaks a couple of wizard familiars, swaps the mouse and goat role+spells, and reclasses the mouse familiar to inherit from normal mice, so as to preserve base mouse functionality (squeek). Wizard familiars are unreleased content so no changelog
And adds a small feature for mice to shift their pixel offset around gradually as they move. So that they dont stack up and look like one when theres many of them, it adds a little more visual variety.
This PR adds a new utility mechanic for the cult. Pylons can now be upgraded into arcane defensive turrets, which fire bolts of demonic energy. These turrets are entirely automated, somewhat-rapid firing, extremely accurate and quite long ranged, but their damage is very low, and thus their total DPS, even with the fire rate, is still far lower than most real ranged weapons.
-add reflection and parry to the wizard rune sword
-tweaks and add more things to the custom loadout
-remove the linebin and thermals from cargo
-add exosuit paint kits and some other things to cargo spawn
-re-add the non slip flag to skrells
- Fixes#1890
-adds more hats
-beastmen botanists now get some snowflake gloves
-unathi are now poisoned by alcohol, at jackboot's request
-fix smacking people against toilets having no delay
-fix some visible message issues and wrong date in the sink and shower
-removed being able to select bst gear using chameleon clothing
-fix some grammer
-fix vaurca voidsuits having an outdated species
In this PR:
Destroy() fixes backported from PR #1783.
JaniPDA fixes & improvements.
Chickens no longer consume their own eggs.
Language adding in setup is now 100% more sane.
Chemical dispensers now actually check that the user is still alive before renaming.
Ghosts are now marked as non-simulated atoms.
Non-simulated atoms no longer trigger proximity listeners.
Vendors no longer accept synthetic tools as stocking options.
Fixes#812.
Fixes#1877, Fixes#1929.
Fixes#1930.
Fixes#1152, Fixes#1917.
Fixes#1902.
Fixes#1165.
changes:
soundadd: "Maintenance has 100% more ambience."
soundadd: "Atmos now has its own ambience sound, distinct from the rest of Engineering."
Sounds from /tg/ station, licenced under AGPLv3.
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
Items being added:
-Tagged brown coat - Leo Wyatt - keinto
-Tagged brown hat - Leo Wyatt - keinto
Also, fixing some minor issues with some custom items.
-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