Crayons finally have crayon dust in them. Use a grinder to get it (syringes won't work).
Removed the "uses" var for crayons and made the number of times a crayon can be used (or chewed on) based on the amount of crayon dust remaining.
Normal crayons contain 10 units of crayon dust. One drawing consumes 0.5 dust (for 20 effective uses. Down from 30). Taking a bite transfer 2 units to you (For five bites). So where before you could bite a crayon 4 times and still use it 30 times, now if you bite a crayon 4 times (8 units) you can only use the nub to draw 4 times (2 units) before it's gone.
Mime crayons have 15 units of dust, rainbow crayons have 20.
Biogenerator can produce crayon boxes now. It can already produce wax and cardboard, so this isn't a stretch. People will have to interact with hydro or cargo to get a good amount of a specific color of dust.
Gave crayon dust colors unique flavors because why not. It's fun.
Fixes#6284
-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
all antags that previously had massive equip chains now use the outfit datum system
commandos + deathsquad (aka Syndicate Commandos and NT Asset Protection) have been moved out of nested alert menu hell to the new ERT system as admin-spawned ERTs, they do not appear normally
all outfit datums will now take into account backpack preferences
made the ERT job announcement / details more obvious
I updated the supermatter manual to include new info, a FAQ section, and the proper standard set-up we now use for Aurora. It also details how to upgrade the SMES, what to upgrade it with, and what power to set it at.
rscadd: "Added an engineering apprentice uniform, and overalls accessories to the miner, atmos tech, chief engineer and engineer lockers, as well as loadouts. They are equivalent to webbing vests."
rscadd: "Atmos tech lockers now start with blue hazard vests, and the wardrobe locker includes matching (non fire-safe) hard hats."
rscadd: "Added safety goggles with a new sprite with a verb to raise/lower them. The original goggles can be found as 'safety glasses'. Both are available under eyewear in the loadout tab."
imageadd: "Updated sprites for the engineer, CE, atmos tech, janitor, CT (incl. an alt uniform in lockers and loadout), quartermaster, and miner jumpsuits. Updated atmos fire suit sprite."
imageadd: "New utility belt (incl. alt sprite available in loadout), hard hat, engineering beret, sheet and ore snatcher, and hydrogen ore sprites."
imageadd: "New hazard vest sprites. Hazard vests can now be zipped up or left loose with an appropriate verb."
imageadd: "New atmos airlock sprites, new mining, atmos, and janitorial locker sprites."
also all sprites by AmoryBlaine I just unga dunga'd the code together
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.
Improved sword parry sounds.
I made the sound myself, by modifying the tray hit sound. A better sound file by an actual audio person may be incoming soon. It's uh. The one I made is alright. Improving on punchmiss.ogg isn't hard.
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.
Paramedics now gain a helmet (with flashlight!) and an armorless chest rig to carry stuff. The chest rig and FT jackets now carry blood bags on the suit storage. HUDpatches now spawn in Doctor lockers. Sprites by AmoryBlaine.
Gave the freelance mercs headsets. They have the common and response team channels.
Switched their id-type to agent ones, to allow them to be edited if needed.
Fixed the freelance merc leader's rifle being the wrong type.
-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
Donk Pockets can now be heated properly in a microwave, they gain additional nutriment, animal protein and healing juice.
Sin-Pockets now heat properly when used in hand, heats instantly, and gives slightly more hyperzine and synaptizine than before.
A curious side-effect I encountered in testing. You have to chew a lot more with the added reagents. But the benefit outweighs the consequence. Also, a traitor ravenously chewing a sin-pocket with a revolver in the other hand, bleeding profusely from everywhere, makes me giggle like a child.
Resolves#6802
Cultist teleport runes now use the proper third word.
Can now imbue hide rune.
Reveal talisman now functions properly.
Improved prevention of multiple runes on same location.
Adds a new config option that subtracts a flat value from power when going across z-levels in in iterative explosion modes. This should make it easier to balance explosions across z-levels.
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."
bugfix: "Tesla no longer melts ashes, emitter beams, its own energy balls and accelerated particles." Fixes#7249
bugfix: "Tesla now properly consumes accelerated particles."
Title. Yield Declarations follow standard format, with the addition of an optional 'waste detected' field that displays any materials that the miners wasted. This also offers a vague IC trade-off if the miners are lazy but also suck at their jobs. The papers are also auto-stamped by the machine, although they should still be stamped by a QM or head as well, this is just a certificate of authenticity so to speak.
Yield Declarations can only be printed with an inserted ID and any amount of output materials (or wasted input). The miner and note fields are left blank to be filled in by the user, see below.
Suit slot items can now support armband and decor items. Uniforms can now have multiple armbands, since they can be flipped. Patches are now properly flippable.
This was a bad idea from the start. Using this chemical with smokes creates a lot of tesla bolts that either kills everything in its path or just crashes the server.
You can now build improvised swords. The hilt determines the integrity thereof, while the blade determines the damage it does.
Additionally, it also adds a var that sets whether the material item uses its material name or not.