Zippo messages are no longer red. For those who want to opt out of the zippo flavor text spam, but still have a lighter at loadout, the cheap lighter has been added in there. The zippo's description has been tweaked so that it's slightly more obvious that it's going to spam flavor messages.
This pr ports the slot machines from tg, as suggested in the forums. They are not implemented anywhere in the map, but can be built using a board that you can print in research.
Overview
Firelocks now generate their direction based on its surroundings. This only applies to firelocks that spawn in the map. This is entirely a cosmetic feature and any bugs that will (incredibly unlikely) occur will not cause a max singularity to spawn.
https://i.imgur.com/msEMNR2.png
Makes pumpkins have 'pumpkin pulp' inside of them (a child of nutriment), which can be used with space spice to make pumpkin spice.
This can be used for several drinks, along with the new pumpkin pie recipe, that no longer requires a whole pumpkin be shoved in the oven.
Additionally, added a temporary limited edition seasonal drink and donuts to the vending machines. It's Autumnlicious™!
Remaps toxin to be a significantly more pleasing area to work in. Everything was tested thoroughly, save for the doppler array which should be easy to fix if anything is broken.
It's bugged me for a while that wizards rely on not just obviously mystical clothing, but wearing a special pair of utterly nonmagical sandals, or, in a singular special case, literal 'magic shoes'.
I've always felt magic clothing should be enough, honestly. I feel like the shoes thing was only added in the ancient past to give players the ability to shoot off a wizard's feet to take away their casting powers.
So I removed the footwear requirement. Now, wizards shall be free to wear whatever they want on their assorted leg appendages.
Feedback thread https://forums.aurorastation.org/viewtopic.php?f=18&t=11999
Baseline frames can no longer wear regular voidsuits, they now must circle them inside a suit cycler. Also, adds ipc voidsuits and hardsuit sprites too.
Sprites were made by kyres.
Issues the Head of Security a specially designed voidsuit for immediate recognition in E.V.A.
It has identical values to the standard security voidsuit.
Fixes#5364
Fixes shutters making things look ugly.
Fixes disposals and cargo access.
Increases the ingest metabolism rate of alcohol and drinks.
Reverted the default settings of the UI.
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.
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.
-adds some new dresses ported from polaris and tg to the custom loadout, at some players request
-adds the medical gown, replacing the white jumpsuit in patient's closet, suggested here: https://forums.aurorastation.org/viewtopic.php?f=18&t=11622&
-adds fannypacks to the loadout
-adds some xeno hardsuit sprites, ported from polaris
-you can't write runes on space or open space anymore
-teleporter runes do not work if they are on the central command level
-you can only summon nar'sie on the station's z levels
-improves the code a bit
Newscaster no longer keep photo in them after you take it out. Fixes#5216
Added missing cameras in the bar. Fixes#5207
Added two emergency O2 wall lockers to the bar and kitchen. Fixes#5241
Fixed reference in red track pants(was referring to blue). Fixes#5276
Beepsky/ED209 now stop moving after they are being disabled. Fixes#5244
Cyborgs can not open/close curtains. Fixes#5284
ED 209 no longer fires from long distance, but gets closer if target is too far away to shoot.
-ports a fix from eris that stops people from creating tracks when walking over open spaces, and allows blood and etc to fall down if someone is bleeding while floating on an open space
-ports species based tracks from baystation, adding paw and talon-like tracks when walking barefoot
-fixes the green glow mess not going away after some time, like it should
The Leyon Pistol has been changed to be closer to the original vision of it.
It is loaded via a special 10mm speedloader, however loading it takes some time.
Each gun (when ordered via cargo) will ship with a speedloader.
The speedloaders itself can not be ordered, but 10mm ammunition boxes can which can be used to restock the speedloaders or load the gun directly.
Reduces the price for the gun at the merchants from 1500 to 500 credits
And makes additional ammo boxes purchaseable
Also changes the path name of the 10mm ammo/mags/... to be consistent with the standard pathing for ammo
Adds additional messages if you can not load a gun with a single cartridge (currently it fails silently)
Both items taken from the tgstation.
Magic eightballs allow you to ask a question, picking up a random answer. Or they might ask the dead on the deadchat, if it is a haunted one.
The ouija board allows some possible limited communication with the ghosts, however anyone else can move the planchette, allowing people to mess with other person as well.
Fixed the vendor sprite being wonky. (Unreported)
Fixes#5267
Adjusted Battlemonster Star calculation.
Slightly lowered the cost of battlemonster cards.
Deck searching speed is now based on the number of cards in the deck.
Fixed the battlemonster coin not having a sprite. (Unreported)
Fixed legendary battlemonster cards not appearing in vendors. (Unreported)
Fixed new battlemonster decks incorrectly displaying 0 cards. (Unreported)
Fixes#5212
Fixed potential powernet issue with surface by removing redundant wires.
Adds a few drinks and four vendors to the station.
Zo'ra Soda contains VAAM (V'krexi vomit) which is similar to nicotine. The drinks themselves are energy drinks, particularly High Octane Zorane Might. C'thur Rockin' Raspberry and Royal Jelly (it gets you high) are available as contraband in the vendor.