Commit Graph

16178 Commits

Author SHA1 Message Date
Conspiir
086aa9abc9 Skrell Blood Uses Copper, Not Iron (#5739)
Adds copper-based blood to Skrell. They will no longer restore blood from iron, but from copper. Hemocyanin != Hemoglobin. Prepare your copper supplements come Vampire rounds!
2018-12-17 12:52:41 +01:00
POSIXCompliant
dcb00cecdc Fixes Particle Accelerators not functioning when hacked to level 3. (#5765) 2018-12-17 11:25:59 +01:00
Mykhailo Bykhovtsev
1448db40c2 Fixing hostile mobs not attacking people (#5783)
As title says, this was my fuckup!!! Tested, works now! Fixes #5784
2018-12-17 09:50:12 +02:00
Mykhailo Bykhovtsev
b23f17bc64 Fixing old/new bugs/runtimes (#5763)
Fixes #3410

Ranged hostile mob stop if they are in range of fire, instead of keep going to point blank range. They also try to get to person within 6 tiles, not point blank.

Hostile mobs also check if their target is in the view or not.

Fixes #4468

Fixes #2867

Fixes #2721

Fixes #2678

Character input limit in Security/Medecal records was increased from 1024 to 3027 for all fields, to keep it consistent with character setup records. Fixes #5766

Fixes Energy net turret sprites. Updates spawned ionrifle turret to allow for two modes, adds lethal turret sprite for ionrifle.
2018-12-16 15:23:42 +02:00
BurgerLUA
0c842b5c84 Adds Bluespace Inhibitors (Telescience Nerf) (#5652)
Adds telescience inhibitors to the station. These are fragile, powered machines that inhibit where bluespace activity can occur. The way it works is that it creates an 8 radius (16 tile wide) circular field that displaces any incoming or outgoing bluespace signal to an unintended destination just outside the area of effect.

Basically, incoming teleport signals are redirected to around a random location around the circle, and outgoing teleport signals are redirected to around a random location around the circle. For example, if a ninja was inside the area of effect and tried to teleport outside of it, it wouldn't work but instead teleport something else around me just outside the circle. This will very rarely occur, so most that will happen is that the ninja won't be able to teleport while inside the area of effect. If a ninja was outside the area of effect and tried teleporting inside the circle, they would instead teleport to a random location outside the circle.

A semi-intended side effect is that it would be harder for ninjas/wizards to break into the armory/vault/ai core. Of course, they could use other tools and walk inside the vault. This does not stop them from ever entering it, but makes it unsafe to teleport out.

EMPing a bluespace inhibitor teleports everything in a 20 tile radius to a random location on the station. This teleportation is "safe" and will only teleport the objects in a random station area in unoccupied space.
2018-12-16 15:08:02 +02:00
VTCobaltblood
8f953c7cde Ports 3 hairstyles from Baystation (#5758)
rscadd: "Ports three hairstyles from Baystation: Gentle 2, Gentle 2 (Long) and Donut Bun."
On the request of a player, with the permission of the original author.

Original PR: Baystation12/Baystation12#23706
2018-12-16 14:25:07 +02:00
Menown
670153eed4 Fix for Reagent Filling with Borgs and Grippers. (#5764)
Fixes  #2535 
- Retains the movement area restriction for filling beakers at sinks and dispensers.
- Adds a check to ensure borgs can fill their items, as the check currently only checks for the item being located in the user itself, not the gripper where the beakers actually are. As borgs lack hands, they can't hold the items themselves.
2018-12-15 17:06:30 +01:00
Menown
3efd3c4c2b Fun with Plants: Ft - Pitbull Worldwide (#5760)
Soil Plots:
- Can be created with three sandstone blocks.
- Can be removed with shovels or minispades. Has a timer that delays the construction and deconstruction.
- On spawn, soil plots do not contain water, or nutrient, requiring some initial start-up instead of just rebuilding the plot to get more water and nutrient.

Hydroponics trays:
- Received a minor buff -> No weeds. Hydroponic trays do not face issue from weeds irl. This will add incentive to using them outside readily available and constructable soil plots.
- Retaining of warning light for toxin levels and pest levels on the trays.
- Added NT dummy failsafe because people are killing their plants because they don't realize they require setting of lights. Default light is now set to five on each closed tray.

Point of the PR:
- Add incentive to use sandstone bricks to create planting beds if desired, keep incentive to use hydroponic trays as well as give them change to bring in line to more realistic standards for how hydroponic trays function.
- Prevent people from killing their plants through general lack of knowledge while providing a simple basic light setting that will at least slow decay of any closed system plants.
- Add some difficulty to initial upkeep of soil plots, while also preventing misuse through demolishing to obtain further water and nutrient.
2018-12-15 12:38:31 +01:00
LordFowl
9aaec37057 Removes Telescience (#5742)
This PR fixes a few bugs with echoes, and adds in loredev requests for the feature. This list may expand, but currently it is:
1: Phoron walls/windows should prevent echoes from locomoting through them (Moon/Paradox)
2: Vaurca should be unable to become echoes and should be unable to host echoes (Bygone)
3: Unathi should be able to absorb echoes to increase their power level (Jackboot)
2018-12-15 01:49:46 +01:00
BurgerLUA
28fd492ac5 Added (#5750) 2018-12-15 00:57:28 +01:00
VTCobaltblood
d56e7384cb Various clothing additions (#5731)
Various clothing additions, including bowties, cardigans and layerable t-shirts.
Evening gloves, waistcoats, swept skirts, short skirts (renamed to pencil skirts) and labcoats are now recolorable in the loadout.
Winter boots have been reworked and added to the loadout, designed to match the winter coats. They also now have a super secret and probably useless advantage over other boot choices.
2018-12-12 13:24:05 +01:00
BurgerLUA
9e280746b4 Epinephrine and Atropine Reworks (#5708)
Bordering between bugfix and feature, this reworks Epinephrine and Atropine so its actually useful and works as intended.
2018-12-11 20:44:05 +01:00
Alberyk
7a813942a1 Fixes #5035 (#5727) 2018-12-11 13:28:47 +02:00
OneOneThreeEight
73c094bc86 Fixes an issue with firing pin boxes being filled incorrectly + fix to farmbots (#5747)
Fixes #5748
2018-12-11 13:11:43 +02:00
Alberyk
655bb85784 Fixes some skrell things. (#5725)
-fixes some of the skrell head-tail accessories that were missing sprites or bugged
-fixes skrell being bald at the character preview and when spawned by admins
2018-12-11 12:10:59 +02:00
William Lemon
d9450e5dab Adds Skrell Shared Dreaming (#5707)
Implements skrell shared dreaming.

Whilst Unconscious and alive, skrell will enter the Srom, aka Dream, in which they telepathically link to one another.
In game, they will appear in a custom area, able to communicate with one another.
Whilst in Srom, skrell find it very hard to keep their own secrets, if not impossible, and will often 'mumble' important information.
2018-12-11 11:44:28 +02:00
BurgerLUA
b934e1a5f0 Chemistry Map + Equipment Improvements (#5633)
Remapped Chemistry a bit to include more missing equipment, as well as to make it more spacious and less compact. AutoInhalers and autoinjectors were added to the chemistry locker. Most of stuff found in chemistry was added to the chemistry locker for space reasons. Medical belts can now store inhalers and inhaler cartridges. Same with the smartfridge.
2018-12-10 23:34:29 +01:00
Mykhailo Bykhovtsev
ad9e025375 Fixing dev perms V2 (#5733)
In last PR #5687 I have removed this line /client/proc/game_panel which kinda the main reason of dev perms update.
2018-12-10 22:15:31 +02:00
BurgerLUA
08179e42e8 Viral Announcement Fixes (#5735)
Fixes a bug that made viral announcements take too long.
2018-12-10 20:58:52 +01:00
Mykhailo Bykhovtsev
02430da880 Slime ignoring skrell(lore request) (#5710)
Lore request - requested by Sleepy Wolf, and approved by Jackboot. This PR makes slime ignore skrell at all. Lore justification will be posted in PR later.
2018-12-10 21:56:55 +02:00
BurgerLUA
7adb64e3dc Implements New Gas Mask Sprites (#5627)
Implements new gas mask sprites by DronzTheWolf.
Adds old ancient gas mask sprites.
Reworks how some of the gas masks works. The brand new gas mask sprites have the same protection as regular gas masks, except they don't hide your identity.
Ancient Gas Mask sprites have the same protection as regular gas masks, except they don't filter phoron.
2018-12-10 21:38:33 +02:00
MarinaGryphon
3c089ab8c4 Removes Ligma, changes some disease names. (#5736)
* removes ligma, changes some disease names

* remoevs ligma
2018-12-10 14:17:28 +01:00
Mykhailo Bykhovtsev
0270153915 Farmbot tweak/fix (#5720)
Farmbots prioritize refilling if their tanks are below 30%

Farmbots option to turn On/Off watering trays actually works, was set to use wrong var.

Moved sink in Hydroponics so that it is actually is in field of view of farmbots when they attend to trays. Fixes #5718

Reworded APC and SMES state when input and output are the same

Fixes #5721
2018-12-10 07:36:48 +02:00
Mykhailo Bykhovtsev
b8bda44279 Fixing runtimes (#5663) 2018-12-09 23:06:15 +01:00
LordFowl
0b1b663c28 Carmen Miranda's Ghost (#5697) 2018-12-09 20:33:59 +01:00
Mykhailo Bykhovtsev
498bb3d9d4 Fixing dev's perms (#5687)
As per skull request, the PR was reworked. Dev rank does not contain spawning capabilities on its own.

Kill Air now prompts user if they really want to disable air processing. Only if we are trying to disable it
2018-12-09 12:50:05 +02:00
Mykhailo Bykhovtsev
1939a3f69c Fixing ionrifle back sprites (#5713)
Fixes #5711
2018-12-08 23:51:26 +01:00
Alberyk
59be553606 Material door updates: lock and damage (#5659)
-ported locks and keys from baystation
-fixed the simple door damage interaction, now you can properly destroy it and etc
2018-12-08 21:40:06 +01:00
OneOneThreeEight
4da823781e Firing pin acquisition 2: electric boogaloo (#5684)
* Adds a box of firing pins to the RD's locker. Can't permit mass-production of firing pins via R&D, sorry lads, this is the best anyone can do.
* This box of pins has a varied assortment of pin types.
* Pin removal is based on probability as the screwdriver is the only means of removing pins at the moment.
2018-12-08 16:43:03 +01:00
Erki
8ed080af92 Fixes #5712 (#5714)
* Fixes #5712
2018-12-08 11:36:08 +01:00
BurgerLUA
625daa1ca2 Hot Coffee Fixes (#5696)
* Makes coffee hot
2018-12-07 22:28:27 +01:00
BurgerLUA
d831553e65 Dionaea can now be affected by most secret chems (#5643)
Dionaea are now affected by:
- Liquid Light
- Liquid Fire
- Black Matter
- Bluespace Dust
- Bottled Lightning
2018-12-07 22:28:01 +01:00
BurgerLUA
a011ee90c5 Temperature Reagent Fix #2 (#5695)
Fixes an issue caused by temperature reagents,
2018-12-06 15:00:44 +01:00
BurgerLUA
dd950c8659 Random Virus Event Overhaul (#5615)
This PR makes it so that random lethal viruses can only occur if there is a virologist to cure them. This PR also makes it so the viruses themselfs don't have completely random effects, but effects that make sense together by adding a new system.
2018-12-06 15:00:16 +01:00
Mykhailo Bykhovtsev
76b4b32cdf Fixing farmbot watertank (#5709)
Apparently this was still causing some trouble. basically without qdel the tank before moving new and assigning we will have a duplicate.

Fixes farmbot assemblies having duplicated watertank after they are finished assembling.
2018-12-06 13:32:23 +02:00
Mykhailo Bykhovtsev
21cbff31d4 SMES and APC update (#5578)
SMES now show how much of input they receive

SMES and APC estimates how much time it will take to deplete it.

Runtime map now uses its SMES, and it is wired to TEG's

Added Stack and Queue data structures for use
2018-12-05 15:43:10 +02:00
BurgerLUA
cd0400af61 Metabolism Precision Runtime Errors (#5701)
Because of precision issues with floating point values, metabolism would sometimes runtime and cause performance issues. This PR fixes this.

Fixes #5698 as well.
2018-12-04 23:50:29 +02:00
ParadoxSpace
942817230f IPC Xenowear (#5691)
Big McThankies to Kyres McSpankies for the sprites. All of them are cosmetic except the headlights, which are basically a slightly better penlight.
2018-12-04 22:37:37 +02:00
Mykhailo Bykhovtsev
a43e3fc66e Bugfixes (#5682)
Wanted to fix one bug, but couldn't stop.

- Farmbot now have harvesting animation. 

- Farmbots no longer have two water tanks inside of them, that was causing them to use hidden water tank and not let it be refilled. Fixes #5677 

- Farmbots now will wait for weedlevel to be 5 or higher, that is when the alarm is triggered. And call `update_icon()` when it is done. Otherwise people wouldn't notice if they were killing weeds

- Vending machine now accept only items of the same type as defined in their product list. So you can no longer insert cult's ritual knife into Dinnerware. Fixes #5671 

- Merchants cannot by generic mech's weapon, it was replaced with UT AC 2 and Scatterbox. Fixes #5675 

- Ghosts cannot be teleported by telescience. Fixes #5688
2018-12-04 19:48:59 +01:00
Kaedwuff
2a094b8af0 Universal Galoshes (#5685) 2018-12-04 10:22:46 +01:00
OneOneThreeEight
ec722d2728 Fixes a couple issues regarding R&D modular gun parts (#5683)
* Fixes an issue where certain items had duplicate identifier strings. The bottom one wrote the one with an identical string above it out of existence. This allows the KA capacitor upgrade to be built via R&D, as well as the hardened capacitor.

* Fixes the phoron capacitor and the bluespace capacitor from not being obtainable in-game.
2018-12-04 10:20:58 +01:00
Mykhailo Bykhovtsev
0338a7988d Ion rifle stun mode update (#5657)
- Ion rifle has now two firing modes: lethal and stun
- Lethal firing mode cost is increased, resulting rifle full charge to last for 6 shots. Stun mode has the original cost, making it 10 shots.
- In Stun mode if the object that was hit is an IPC - it will stun IPC for 5(unstackable) seconds. But if the object is not IPC it will EMP only that object.
- I have reworked sprites to display both lethal and stun modes just like Carbine energy gun.
- Ion rifle is now a wielded weapon
- IPC/Borgs with EMP resistance module do not get affected by stun and consume half of charge
2018-12-03 10:32:52 +01:00
VTCobaltblood
aeb13183cb Dress shirts, skirts and suit jackets (#5694)
- rscadd: "Added dress shirts to loadout. Are an accessory, recolorable, significantly resprited from chef's uniform. Also added dress shirts with rolled up sleeves."
  - rscadd: "Added a casual skirt and a long skirt to loadout. Both are recolorable."
  - rscadd: "Added recolorable suit jackets to loadout, resprited from IAA suit jackets."
  - tweak: "Removed items made obsolete by these additions (khaki skirt, blue/purple suit jacket) from loadout. They still can be spawned in."
2018-12-03 10:31:55 +01:00
Alberyk
b124885215 Custom items 02/12 (#5692)
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.
2018-12-03 10:20:32 +01:00
LordFowl
c2953f3062 The Dangers of Teleportation (#5651)
Teleportation using the do_teleport() proc will now have violent effects if you teleport into an unoccupied space. This currently does not effect teleportation that does not use the do_teleport() proc (wizards, ninjas, cultists).

If there is an object in your destination, and that object is both anchored and dense or opaque (turfs, tables, etcetera), then you will partially phase into the object. If you are a mob you will lose a limb, and if you are an object you will become damaged (if the object has an ex_act() defined). Then an explosion will occur based on your size (Most explosions are large enough only to damage the destination turf itself). You will be shunted into the nearest unoccupied space.

If there is NO adjacent unoccupied space, you will instead be destroyed. Mobs will gib, and objects will have crush_act called. The resulting explosion will be larger.
2018-12-02 00:14:02 +01:00
BurgerLUA
c2eeeddb54 Fixed Temperature Reagents (#5674) 2018-12-01 23:48:43 +01:00
Alberyk
ece68b18ed Drink fixes: hooch, winter offensive and cherry tree fireball fixes (#5672)
-fixes the hooch recipe
-fixes the winter offensive's taste
-fixes the cherry tree fireball recipe
2018-12-01 23:11:47 +01:00
Werner
c517adcece Fixes restarts being fucked when admins manually set the round type (#5681) 2018-12-01 01:30:00 +01:00
Alberyk
df8e7afa9e Allows bayonet removal (#5658)
You can now remove bayonets by using a crowbar on the gun.

Suggested by ths thread: https://forums.aurorastation.org/topic/10603-detatch-bayonets/
2018-11-30 10:02:31 +01:00
OneOneThreeEight
b13d73b18d Protolasers now have 2 more modifier slots for each frame size. (#5635)
Yet another really bad idea from me that most people are going to like anyway.

The issues with the redundant commits down below should be fixed come next PR being merged. It's just some awkward nonsense with gitbash not working properly on my toaster, coupled with my lack of competency with it.
2018-11-30 00:28:18 +01:00