*Changes sprites for pens, papers, books, scanners, cabinets and the whole lot.
*needs help with the code cause i cant code a simple animation flick for shit
adds some more durable caligae as to not literally wear sandals to drop wrenches upon. adds differing tajaran and unathi sprites to fit their different feet. makes unathi feet durable.
Fixes#5746Fixes#6017Fixes#3915Fixes#5987Fixes#2151
When using the mech teleporter now, if you attempt to teleport into a wall or dense object, the mech will create a large emission at the area before being sent elsewear, causing hallos damage.
Absolute pathed virus2/effect.dm
Fixed a absurd range for cell drain
Fix's Minor mapping issues
Okay, a big update kinda.
* Shaking, punching, grabbing, pushing, throwing objects, shooting, attacking any carbon mobs while they are willingfully asleep wakes them up instantly. ISkrell in a shared dream will recieve a message if their physical body is being disturbed, message will be different depending on severity of disturbance. If their health is below 50% and they are being attacked/shot/thrown stuff at, they will be forcefully woken up.
* Skrell are no longer displayed as an SSD when while in shared dream. Fixes#5759
* Examining skrell who are in shared dream will display if their astral body is AFK/ghosted.
This pr fixes some issues with the Aut'akh unathi subspecies, such as them counting as synthetic, having full internal robotic organs and organ action buttons not updating properly.
Hoodies have been resprited to be less ugly, and now also function in a similar way to winter coats, i.e. actually having a hood. In addition to that, they can still be opened and closed. They're also recolorable in the loadout.
The hood icon not being colored is a known issue, but I'm not sure how to fix it. This affects roughly nothing except for the UI.
The PR also makes a slight tweak to my cardigan sprite for it to be less ugly.
If you are buckled and cuffed to a chair it now takes 60 seconds longer to unbuckle yourself, but you are uncuffed at the same time.
If you use harm intent, you can break out of your cuffs in around a minute, but you will dislocate one of our arms in the process.
Adds a helper proc for money transfers between two accounts.
Cleans up the EFTPOS and cargo delivery code to use said helper proc.
Changes SSEconomy to use indexed lists for accounts and look up the accounts by accessing it via the index.
-fixes #5961
-fixes #5965
-fixes #5964
-fixes the blaster carbine fitting inside holsters
-places the drop pods behind blast doors for now
-removes some non medical related chemicals from their dispenser
The head of security officer came with a magazine for the tranquilizer rifle, however the rifle did not accept magazines, and worked like the regular am rifle, where you have to load one shell at the time. This pr replaces the magazine, that forced you to empty it on the ground to load the rifle, with a regular box full of darts.
This PR fixes Tesla not having miniballs. Problem was that it would delete its own generated balls. Fixes#5749
Tesla that has 9 or more balls will start to melt down any tesla coils or grounding rods.
Tesla that has 10 or more balls will start to target and melt down emitters
Tesla with no balls looses power as intended, thus dying with less than 0 power.
This pr creates a new check, can_feel_pain, it checks for the NO_PAIN flag, if the target is under influence of mind altering drugs or strong painkillers. This check replaces all the species procs and fixes somethings, like people under the influence of pain killers still getting knocked out from pain and etc.
rscadd: "Added a new drink recipe, Martian Special, made with 4 parts coffee and 1 part pepper."
No new sprites added, the glass is the same as the coffee glass. No special effects either it's just shitty coffee
#5911 was poorly (read: not) tested, and didn't actually work due to closed state being unspecified, producing an error message upon attempting to unbutton. This is a fix. smh reviewers
* 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.
Prevents this: https://puu.sh/CwRrc/f4d0cbd55d.png
Also slightly expands how much writing you can put on a beaker. As someone that often works with beakers, flasks, and vials, you'd be amazed the amount of information you can shove on even an Eppendorf tube.
Allow me to explain in the event someone potentially complains about this.
Each vein of ore in a single tile drops roughly 5 bits of that ore type. It doesn't matter if it's diamonds, coal or whatever else.
The problem with this, however, is that the ore summoner is only adjusted to grab 10 bits of ore and nothing else, making it inefficient and useless to buy in the mining vendor.
This was changed because of 'performance problems' (whether this is true I have no idea) but only 10 bits of ore is just ridiculous in my opinion, because it means it'll only draw from 2 veins mined out, which is not effective in the slightest. You'd be better off using the ore magnet right now.
Of course, this change hopes to change that so that this isn't a useless item to buy from the ore vendor and to (somewhat) restore it to its former glory. Albeit with a sanity check.
Oh boi, this one is a tiny in terms of lines, yet a huge impact. It absolutely solves problem with powernet bug of cables not updating through Z levels properly. Spend lots of time and especially intellectual effort to debug this thing and finally comparing Bay's code and debugging ours showed that lines 359 and 364 should be power_list(T, src, 12) because that stands for marked and we have unmarked cables.
Fixes Z level update of cables, now it updates them properly. So the substations work. Fixes#5165 , Fixes#5883 , Fixes#5655
Fixes mapping of cables
Increases charge of runtime SMES
Adds Z powernet to runtime levels for debug and tests
Adds Z level supply pipes and vents for debugging and tests