Turns the z-level restriction procs into macros
Changes z-level restrictions to use the macros
Use contact_levels for announcements (instead of player_levels)
Restricts the teleporter to station_levels instead of player_levels
Restricts AI tracking to station_levels instead of player_levels
Mechs only get tracking beacons if they are on station_levels (instead of player_levels)
Construction Drones gib if they enter a station level
Mining Drones gib if they leave the station levels
Removes the mining equipment vendor from the scrapheap
Added a ninja frequency to radios which ninjas spawn with to collaborate.
Two ninjas now spawn instead of just one.
Gave the ninja better spawning gear, a syndicate uniform, a belt with some tools and a pAI card.
The ninja suit now has new lights, and its shoes are now magboots.
Added a doorhack RIG module. Functions the same as the normal doorhack, but the user can move around after initiating the hack, as well as hack multiple airlocks at once.
Added new advanced combat belt, can hold various gear that a ninja would usually come across.
Gave the ninja teleporter a 5 second cooldown between uses.
Buffed the ninja's RIG armour values slightly. Still requires feedback, if ninjas die too quickly, it will be buffed more.
Added an additional toolbox, chair, suitcooling unit and ninja spawn point to the ninja shuttle on the centcomm level.
Gave the ninja a new uniform + gloves.
Tweaked Emergency Power Generator to give 2500 energy, but take 5 minutes to recharge. In the past, they took 24 seconds to recharge and gave 1500 energy, which made all other sources of energy regeneration useless.
-adds the honorary party member card to the loadout
-adds mata'ke priest clothing to the loadout
-removed siiktau
-removed some unused clothing
-added some extra description_fluff
Ports a buuuuunch of circuits from Polaris.
Allows metabolic siphons and internal energy siphons to consume power to feed their host.
Ports /tg/ circuits too while I'm at it.
Increases base size and complexity for circuits. You're all adults. Hopefully. Don't abuse it.
Ports the integrated circuit detailer.
This pr adds some depth to the citizenship and religion choices at the character setup.
Citizenship will now affect your loadout and mission as a consular officer.
Religion will now affect your chaplain's religion name, bible name and sprite.
Selecting any option will bring a small lore pop up for citizenship and religion choices.
This PR is depending on #4868 for it's ui framework. This PR mostly makes new SSrecords subsystem responsible for storing records. This should replace old datacore.
Make new SSrecords.
Make things use SSrecords and whole code compile
Made VueUi button <vui-button> to push parameters as JSON, preserving client side data stricture.
Add new records console and admin record management.
I am mostly looking for feedback regarding SSrecords and it's data storage mechanism criticism (It's using lists for storage)
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
When to_chat gets converted to a proc, then the construct of to_chat(some, link(url)) will no longer work. Or will produce odd results.
As a result, the send_link macro is now created. Replaced existent instances of the previous construct and added a simple grep check for this as well. It won't catch all, probably, but it'll catch the most common instances.
* Fixes Space-Ruin Issues
Fixes Load-Time and Lighting issues on the Space Ruins by moving the loading of the ruins into Atlas
* Reworks the space ruin loader
It´s now based on a json file which allows to set the weight of the ruins, add various tags with a specified weight and restrict the maps the ruin can be used in
* Fixes compile warnings
* Change z-levels in aurora.dm
* Moves the SubSystem
* Changes the player_levels back again since the away mission is now loaded after the z expansion
This PR revives Burger's PR #5797
Fire extinguishing foam now works properly. It is 3 times stronger than water.
Walking through a foam will extenguish your fire stacks.
Atmos suit max temperature threshold was increased from 30k to 40k. Atmos firefighter suit max temperature was increased from 30k to 45k. Heavy firesuit max temperature was increased from 30k to 55k. Same goes for their helmets.
Firesuits and red/white/atmos hardhats no longer protect wearer from pressure. So people cannot use it in space. For areas with 2000+ KPa fire people need to use atmos voidsuit.
Fixes#867
Cyborg stations now refill cyborg's fire extinguishers. Fixes#6171
Fire now produces CO2 while burning, with amount varying by fire severity
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
* Base work for the unathi robot subspecies.
* Adds metabolism species, kidney vars, and the robot unathi organs.
* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.
* First autakh implant power.
* Fixes the organs action button this time.
* Finishes more implants, and interactions with flashs and vaurca.
* Prepare for great changes.
* Drops the real bomb, boss.
* He who fights with monsters.
* Far more work into augments and limb removing powers.
* Limb verbs should be good now.
* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.
* Probably the last work on implants.
* Some extra touches.
* Some tweaks to the species.
* More fixes and adds kyre's sprites.
* More runtime fixes.
* Fixes the species name too.
* Fixes travis.
* Updates this file too to work with the new tools procs.
* Adds changelog
* Fixed changelog.
* Unathi hair and lore description.
* Some tweaks to this too.
* Locks away them for now, they will be released after we got all the events and etc done.
* Changes this chemical.
* Fixes an airlock runtime.
* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.
* Organs removal changes; can't take out the organ if it is too damage.
* Restricts them back again.
* Robotic organs now have the proper icons and names.
* Adds sprites for their organs and some extra tweaks.
* Fixes this missing icon.
* emp should also now hurt assited organs.
* Tweaks more organ related things.
* Fixes the head not being properly set as well.
* Fixes their flags.
* fixes the flag for real this time.
* Poze's review.
* Changes the au'takh organ buttons to don't be animated.
* Helps with adminbus or something.
* Fowl's requested changes.
* Fixes a typo.
* Robotic limb's brute and burn mods are now controlled by the limb model.
* Fowl's changes once more.
* Stops some spam.
* More grammar.
* No eal.
* Skull's review.
When the round refuses to start because of a lack of players or lack of antags, it will properly state this instead of stating that there aren't enough players.
The Wizard gamemode, and the Ninja gamemode, both have restrictions that prevent the gamemode from being launched if there are more than 15 players, unless it was voted specifically.
Adds the following items:
-Stainless Steel Fork - Vedai'Kwia Xizal - conspiir
-Tokash Ancestral Spear - Suvek Tokash - evandorf
-Ghostly Board - Klavdiya Tikhomirov - alberyk
-Clawed Arm & Jacket - Diamond with Flaw - burgerbb
Removes make's antenna and change his coat to be a proper poncho.
This pra also has some changes, such as two bugfixes; one that prevents runtimes from adding new robotic limbs, and another that prevents dionaea arms from being regenerated if there is an arm present, and removing admin and species only related limbs from the fabricator, such as the hk limbs.
There was an issue with one of the travis checks that caused reagents with incorrect specific heat values to sneak into the game and cause havok. This fixes that.
Fixes#5594Fixes#5593
A few bugfixes.
Fixes the cam networks in the bar / library / chapel / kitchen / hydroponics
Adds additional monkeys to xenobio
Increases the amount of fuel thrown by the flamethrower
Changes the L6 to use the correct icon states depending on the ammo
Fixes messed up astroid tiles
DreamDaemon leaks memory between restarts, which might exacerbate us potentially running out of memory. This allows us to reboot the server every n rounds.
Also refactors the way we handle things that should be saved inbetween rounds. Like gamemode and the restart counter.
There was a bit of an oversight when it came to two damage formulas that I thankfully picked up. While testing everything in development. This PR changes the formulas for burn damage and temperature change caused by reagents.
Overview
This is the github WIP PR for the reagent system project. This is for other developers and users to track progress of the code if they're curious about it, as well as to show that it actually works.
Originaly I decided to just port from paracode but decided to just code it a more simple way with less hassle of porting it.
"Added the ability to do plastic surgery to fix disfigured face's and for other purposes. Credit to MarinaGryphon for Assistance"
Byond doesn't know how to handle decimal based probabilities and just rounds up. Example, rand(0.5,75) will return 1, which caused everyone to spawn with max nutrition/hydration.
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.