This pull adds bolt actions rifles, they are like pump shotguns, with the capacity for 5 7.62mm bullets.
Also adds a 7.62mm clip in the hacked autolathe. Raiders have a chance to spawn with one.
Somewhat rewrote the cyborg jetpack to be an internal component instead of a software upgrade. this allows it to be removed or destroyed, and to work without putting something in the borg's inventory. Also fixed it, it was broken. Cyborg jetpack can now be installed on a wider array of borgs that have reason to go EVA: Crisis, security, engineering, construction (also the unused combat borg, incase that gets re-enabled)
- bugfix: "Medical huds will now properly update as wounds heal
passively, or when bandaged"
- rscadd: "Added a new Medical HUD state between 70 and 100%, to better
recognise very small amounts of damage"
- rscadd: "Medical huds will no longer show the healthbar on crewmembers
who are at full health"
- rscadd: "Added a healthbar fadeout effect for when someone heals up to
100% while you're watching"
- tweak: "Medical huds now update more frequently"
Added alt-attack function to held items/weapons, triggered by holding alt while clicking. Opens a lot of future possibilities. Works for cyborgs too. Only trays use it right now.
Overhauled trays to be useful and not-broken. See changelog for specifics.
Most small animals can now be scooped up, including mice, lizards, chickens, chicks, kittens and walking mushrooms. All scoopable animals now have an individually appropriate size set, which determines whether they can fit in pockets/boxes/backpacks/trashbags, etc.
Small animals now have a density of zero, allowing them to move under people, or be walked over, without blocking the tile.
Scooped critters can now be petted or crushed while held in your hands, using help/harm intent.
Drones and nymphs can now be petted while not-held They are picked up by dragging them onto yourself.
Dead cats can be picked up.
Tabby cats now look correct when held in hand.Medical Records Laptops and Employment Records Consoles are no longer solid. Creatures that can walk on tables, can walk on them.
while() loops now properly kick you out when you et knocked unconcious (presence).
And they can be toggled off if you lack the blood required to activate them.
Skrell are now immune to slipping on wet floors, due to eons of evolution towards balancing in amphibious environments. A minor/situational mechanical bonus.
Approved by Loow
* Adding military and janibelts
Adding the syndicate and janitor belts from the old code.
* Belt sprites
* Adding more sprites
* Adding changelog.
* Adding the janitor belt to the janitor's locker
* Mercenaries start with the belt on spawn
Because I have no idea how to merge map things.
Watering hydroponics trays with a bucket of water will no longer waste
the excess water.
Fertilizer bottles now contain 60u. Amounts in vendors and biogenerator
cost adjusted appropriately
Fixed icons getting stuck onscreen when emptying a plantbag into a
biogenerator or grinder
Increased the biogenerator's capacity to be able to hold an entire plant
bag. because it's a giant stationary machine and the small capacity was
nonsensical
Centralises vomiting code to remove duplication and standardise effects.
Makes vomiting empty your stomach a bit (30u, the capacity of a drink
glass)
Adds Ipecac, an emetic to cause vomiting
* Fixed various instances of toxin being named phoron
These changes intended to reduce confusion, by fixing a few instances of
phoron being referred to as 'toxin', which i believe is a legacy
holdover from some bygone time.
*The biggest and most important change here, is that now when a mob
breathes a gas that's toxic to them, that gas is what's put into their
bloodstream, instead of the generic 'toxin'. This is so that blood tests
can actually be functional to find out what happened to the patient,
instead of only telling that the blood contained 'toxin'
*The toxin strength of phoron has been lowered to 4, so as not to make
people die any faster from phoron poisoning. This strength value only
affects it being injected into the blood, which is never done, or it
being inhaled.
*All references to 'Toxin' in Air Alarm interfaces have been changed to
phoron, they have always meant phoron only.
*In the core cooling computer, the abbreviation of phoron has been
changed from Tx to Ph
* Fixing Borg Beakers
*Crisis and Research borgs now have a Chemistry Gripper instead of a
beaker. The gripper can hold beakers, bottles, pillbottles, pills, hand
labellers, and phoron crystals
* Fixed sleepers and buckle duplication
Fixed a bug where buckled people could be placed into multiple machines
simultaneously
Medical machines will now unbuckle a patient before accepting them.
Fixed dialysis beaker being ejected from sleeper beds
Dialysis beaker can now be checked and ejected while a sleeper is empty
* Fixed Unstable Mutagen chance
This fixes the mutation chance of unstable mutagen, to behave as the
author intended.
It also adds a little RP message to give some feedback
Rewrite's Mahzel's SQL character and preference saving.
Introduces easy config switching between the new and old system, with no troubles at all.
Also introduces better logging for DBQuery/proc/parseArguments(), should something go wrong. And classes SQL query errors as full on error snow, as opposed to debug data.
* Nutrition Rearranging, Skrell and Unathi diets
*Rearranged nutrition code a little - Added a Digest proc and put the
three stat changing lines in there (blood, nutrition, healing) to
standardise it. and reduce code duplication
*Added blood_factor and regen_factor variables to nutriment, to easily
set how much bloodrestore or healing an inherited food will do. This
reduces numeric literals in code
*protein now has a blood factor of 12 instead of 6
*Unathi now cannot digest nutriment, it will do nothing.
*Added seafood protein as a descendant of protein.
*Skrell can safely eat seafood protein (By Senpai Jackboot's request)
*Space Carp, and all recipes made with carp fillets, now contain seafood
protein instead of animal protein, and thus are safe for skrell to eat.
*Skrell are now immune to carpotoxin
* Altered Carpotoxin immunity
After feedback from senpai jackboot, carpotoxin is taken away from
skrell, and given to unathi instead.
* Tajaran species name
Corrected several errors in the code, which resulted in tajaran gloves
not working properly. 'Tajara' is the singular name of the species
* Fixes Exosuit passenger removal
-Fixed exosuit do_after function, renamed it do_after_mecha
-Fixed all calls to this function
-Removing people from passenger compartments will now work
* Added changelog
TS Fix
Law Maker Incendiary Fix
Possible Lawgiver burstfire fix
Lawgiver Changes:
Fix Rapid Fire
Add Armor Piercing
Add Pellets
Lawgiver:
Nerf incendiary bullets
Blow up the users weapon arm if his dna doesnt match
Added a proper soundeffect
Added Changelog.
Closes#71, Closes#327
Make the lawgiver emagable and change stun to a beam
Added crowdcontrol mode to the lawgiver
Final Tweaks to the lawgiver
Updated .gitignore to inclode the .atom-build.json
Fixed indentation
Fixed blowing up the wrong hand if the user switch hands after the killswitch has been triggered
*Sterilizine will now reduce the germ level of all wounds on the mob on
contact, proportional to the quantity sprayed
*Spraybottles will now display the "<Person> sprays <otherperson> with
the <spraybottle>" message when spraying on any mob
The recipe called for 'classicmartini', rather than 'martini' which is
the correct ID of the drink named Classic Martini.
Changed it to require the proper ID