Decompiler now plays a noise when used to decompile small pests. Cronch.
Also adjusted the decompiler to be used on more pests besides rats and lizards. It now handles simple mobs up to size 3 (which includes tindalos, diyaab, yithian, etc). This will help bots keep things clean.
I've excluded cats specifically (size 2.5) because we really don't need maint drones memeing around sucking up station pets. Dogs (even puppies) are excluded by default due to size.
What happens: You have a melee weapon. You hit someone with it while aiming for the head. There's always a chance to make them go to sleep for a ridicolous length - like 45 seconds.
But they have a helmet on! This is a pretty lame mechanic in that case.
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
-ranged pra robots now leave behind empty casings after firing
-pra robots will now take honorary membership cards in consideration when chosing targets
-adds emp damage to synthetic simple animals
Tweaks:
With the gripper, hitting the drop hotkey (Q) now drops the held item. If no item is held, the grabber is put away as normal.
The scientific gripper can now hold slime steroids.
The chemistry gripper can now hold paper.
Bugfixes:
Using the drop hotkey (Q) to put away a module now correctly updates the module list interface. Fixes#4343.
Modules relying on cyborg synthesizers (nanopaste, et al.) now cannot be used when their synthesizer charge is depleted. Fixes#1288.
Injecting a monkey cube held in a gripper no longer places the monkey inside the gripper's internal contents. Fixes#1097.
Cyborgs can now re-lock secured crates. Fixes#4833.
Service borgs can no longer open a portal to infinite grass tiles. Fixes#3814.
Clerical borgs can now browse through paper bundles held in their gripper, and can pick up taped paper. Fixes#4479. Fixes#6501.
Atomized version of my prior PR. This one only removes fullblock chance from armor.
What this entails is that before this PR all armor, regardless of how strong it is, has a chance to completely block a projectile of any kind. This removes that possibility as it's completely dumb.
-makes so that any hat won't stop you from equipping stuff in your ear
-fixes #7279
-fixes a custom item sprite
-fixes mousedrop not unequipping clothing properly
Disarming now takes a portion of your stamina. You cannot disarm if your stamina is near-empty.
Disarming someone with a weapon in their hand has a chance for them to retaliate by bashing you with it.
I coded this at 1 AM. I want reviewers to look at this critically. In my testing, the stamina worked out pretty well, you could do around 6 disarms before being pooped. Also in my testing, the retaliation never happened, could be bad luck, could be bad code. Anyone got any ideas? I'd love to improve this.
Part 1 in the "why my impact wrench no wrench bolt" saga
tl;dr for end users: combitools / impact wrenches now work on everything their non-powered versions do (except mechs and RIGs, tune in next time on dragon ball Z for that)
essentially all this PR does is murder every istype() check possible that could use a helper function instead, most notably many pen checks with ispen(). it also repaths combitools and powerdrills to /obj/item/weapon so they aren't instantly taken out of contention by half of the known attackby() prompts
I already squashed a couple runtimes here and there from the pen changes and it's possible I missed another because pencode is another scourge upon our lives
Changes:
tweak: "Tweaked the hivebot spawnrate and spawn pattern."
bugfix: "Fixed some miscellaneous bugs related to hivebots and added the beacons to the gold slime core blacklist."
Changed the spawning mechanics of hivebots and expanded their roster with three new types, Bomber, Guardian and Harvester.
Tweaked the slime infestation event to be a bit more colorful and spawn a couple more slimes than currently.
Made it so infestation events no longer trigger outside the station at shuttle docks,, inside xenobiology cells, substations, at centcomm or outside etc.
Fixed the prison break event from not working correctly with virology, added a chance for it to happen at the bridge.
Fixed some announcements missing their custom titles. Particularly those used by random events. Tweaked their font and size.
Ice now melts at 25C. Other methods to fix the ice-instantly-melting issue didn't end so well ( #6617 et al.) and this seems to be how most baycode implementations handle the problem. If someone has a better solution, please, suggest, and I'll nuke this into the floor. Fixes#6119.
Soda cans (incl. water bottles) can now be re-filled after bursting open from shaking. This also fixes a crash related to putting these cans into chem machines and the like. Fixes#6499.
Robots and silicons can no longer be force-fed. Fixes#5016.
Custom output food from cooking appliances now fits inside storage containers. Fixes#4106.
Custom output food from the oven now causes a 'ding' as with normal cooking. Fixes#3904.
Batter now requires proximity to be applied. Fixes#5724.
Lasagne and doner kebab contents buffed to match the ingredients used in their creation. Fixes#6195.
Fixes#7191.
Simply put, borg inflatable dispenser didn't have a check to see if it was actively deploying, so you could swap modes and place down an unrecoverable barricade as per issue linked above. This resolves that issue.
Asymmetrical accessories can now be flipped! This is done through the attack_self proc (i.e., activating it in your active hand), or a right-click menu if the item already has an attack_self behaviour.
This affects:
Stethoscopes
All medals
All badges
Armbands
Holsters
Machete Holster
Scarves
TCFL ribbons
Shoulder capes
Sleeve patches
Bandoliers
Political pins
Machine overloads are now no longer a joke. The strength of APC machine overloads is now reduced by roughly 2/3rds. As you can see by the below graph, this change is very much needed.
image
X axis is the APC's power cell charge.
Y axis is the strength of the explosion.
Purple line is the strength of the explosion in its current state. As you can see above, it caps out very easily and super fast: Basically 4 AA batteries can destroy nearly everything.
Red line is the new strength of the explosion in this PR. It's much more reasonable and caps out at APCs with upgrades.
That purple dotted line down the middle is the cell capacity of a normal APC.
Fixes the /client/Move check for zoomed entities to check for pixel displacement, and not just view displacement itself (since the binoculars don't change view size)
Fixes#5689
Fixes#7122 - basically just makes IsJobAvailable() check for the player's selected alt-title rather than just the main title, so you can late-join as an 18-year-old medical intern again for example
Also first PR apologies in advance
Job age requirements now take into account alt titles. Alt titles are automatically limited to only ones a character is old enough for.
The latejoin screen now shows what alt-title you have selected.
The occupation preferences screen now functions differently if only one alt-title is available, or if the base job is not available.
Tidies up the job age requirement system.
Adds Dominia, SOL, The Frontier Alliance, and Moghes as citizenship choices for Dionae.
Adds The Tribunal, Th'akh, and Sk'akh as religion choices for Dionae.
As the title says. This improves partial understanding code somewhat.
Ports Baystation12/Baystation12#24192
It prevents the ends of words from getting cut off, and gets rid of repeating ?? and !!.
Adds a verb to the IC tab called Change IPC Screen which works pretty much the same way as Tie Hair.
Also found out why I was having trouble earlier with allowing Shells to tie their hair; the proc was looking at species name in the species_allowed lists rather than the bodytype. Just cleaned that up; should work the same way.
Also found a dumby I did from the hair tying update for shells and so they should now have the ability to run self-diagnosis again.
Fixes service module cyborgs dispensing drinks at the wrong temperature.
Reagents that should be at room temperature will no longer be described as lukewarm.