A quality of life improvement for synthetics mostly - Allows broken APC covers to be removed with a welding tool. Since synthetics generally don't have the luxury of picking up a fire extinguisher to bash it.
Added Master access to bot control panels for roboticists and research directors
Also added a return 1 to all bot construction steps, to prevent calling afterattack for the items used on the bot. This fixes a couple runtime errors and prevents more in future. Not included in changelog as this is irrelevant to end-users since they cant see runtime errors
This pull will allow cyborgs to select the combat module when it is code red or delta. They come with an energy carbine, flash, plasma cutter, a shield module and one that allows them to go fast.
Fixes:
- "Eldritch Horror, Central Command Internal Affairs Agent, NMSS Odin"
- Someone earlier said it was annoying that the fake CentComm messages sent by MalfAI don't have the same sound as regular CentComm messages, making it easy to tell when it's malf
Fixed hatch overlay not being cut when a firedoor opens
Fixed firedoor hatches drawing ontop of office/blast shutters when both are on the same tile
Drones can now bump open windoors
added attack logs for meteor impacts
slightly increased volume of meteor shield impact sound
fixed meteor event end announcements
Zipguns won't start with flash and stun rounds anymore, since it is a one shoot weapon and those rounds do little in that situation, just making them more useless.
Fixes#531Fixes#276
`/mob/living/proc/revive` now also sets `mob/var/suiciding` to false. This is to stop rejuvinated/ling revived mobs from dying again after being brought back.
Fixes#92Fixes#479Fixes#157Fixes#533Fixes#486Fixes#528
- bugfix: "Fixed dizziness effects on alcohol, psilocybin, and cryptobiolin taking a long to start up and sometimes never starting for low doses"
- tweak: "Sip size from alcohol bottles is now the same as for glasses, which is half what it was"
- tweak: "Rebalanced all alcoholic drinks with more believable alcohol values, and adjusted alcohol metabolism. Generally drinks are stronger but metabolise more slowly, pace yourself!"
- rscadd: "Different species now have varying susceptibility to alcohol. Tajarans get drunk slightly faster, skrell are twice as fast as humans, unathi can drink more, and vaurca get drunk very slowly, but alcohol poisons them"
- bugfix: "Dousing people in alcohol and setting them on fire, now only works with spirits and liqeurs stronger than 40% ABV, and the heat of the resulting fire is based on the strength"
The idea is to consolidate all of the spam that you see on the lower right panel into one concrete, semi-persistent pop-up window. Utilizing bootstrap, it'll show you a neat welcome screen, the message of the day, staff memos (if accessible), and a personalized set of notifications. The system is set up for easy future expansion, as well.
Chainswords can be turned on and off, with sprite and damage changes. Also, adding more swords, with some flavor and stats differences.
Swords cannot go inside bags anymore.