Commit Graph

124 Commits

Author SHA1 Message Date
Alberyk 3392da8f54 Adds woodcutting mechanics (#15906)
* we out there cutting

* Fix

* changelog

* more wood cutting

* stump

* cool icons

* suggestions

* the log
2023-03-07 17:20:14 +00:00
Matt Atlas 9bf39bea97 Fixes some bugs. (#15816)
* Fixes some bugs.

* that too

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-02-14 11:08:14 +01:00
Alberyk ff229569ae Under the Twin Suns: the S'rand'marr Sector (#15295) 2023-02-02 14:51:06 -03:00
Fluffy 04d89f212a Singletons + refactor of /datum/observ + refactor of /decl/ into /singleton/ (#15519) 2023-01-10 19:22:14 +01:00
Matt Atlas b1869884c1 Revert "Singletons + refactor of /datum/observ (#15487)" (#15515) 2023-01-05 19:21:22 +01:00
Fluffy 0ddcf0817a Singletons + refactor of /datum/observ (#15487) 2023-01-05 18:41:40 +01:00
SleepyGemmy 5179dad83e Removes Old Deprecated Stuff (#15241) 2023-01-02 14:27:29 +01:00
WickedCybs e1ceeecfe2 Two New Away Sites + Extra Tiles and Other Stuff (#14611) 2022-08-23 01:49:39 +02:00
Matt Atlas f768a9022d Removes ERT from standard gameplay. The Horizon now sends distress beacons for other Overmap vessels instead. Barricades and crew armoury buff. (#14371) 2022-08-02 17:59:51 +02:00
Matt Atlas f3dfc58468 Fixes shuttle walls interactions, renames shuttle alloy to plastitanium. (#14400) 2022-07-07 14:02:00 +02:00
SleepyGemmy 005f30b76f Window Rework (#13805) 2022-07-05 14:27:29 +02:00
SleepyGemmy 7387080448 Reworks Portable Generators (#13663) 2022-05-06 13:59:01 +02:00
alberyk 1391c90fa1 shuttles 2022-01-16 15:07:06 -03:00
Wowzewow (Wezzy) 96f1c79d0e Allows painting of padded stools, chairs and beds. (#12855) 2021-12-26 21:12:36 +01:00
Doxxmedearly a69fcd5fe6 Animal Hide Updates (#12083)
* Animal Hide Updates

* CL, Fine Hide, and Fixes
2021-06-25 18:57:57 -03:00
Doxxmedearly 3bfcda228f Curtain and Flap material fix (#10997) 2021-01-23 21:32:36 +01:00
Wowzewow (Wezzy) 8ea465254d Chair Fixes (#10815) 2020-12-17 17:31:00 +01:00
Geeves e2413ab9bd Diona and Lumber Tweaks and Fixes (#9975) 2020-09-17 11:30:46 +02:00
Matt Atlas 5d875f9bb5 Matt's Bugfix Galore (#9816) 2020-08-29 16:24:10 +02:00
Matt Atlas 0dd08df5b2 Refactors sound groups to use decls instead of a massive switch with dozens of global lists. (#9702) 2020-08-28 20:47:00 +02:00
Geeves 052b65ae0d Material Deconstruction (#9377) 2020-08-25 11:52:35 +02:00
Cyantime 1a8940bbd8 Adds defines for species and bodytypes (#9707) 2020-08-24 13:59:24 +02:00
Wowzewow (Wezzy) 7114d3525f More new sounds and fixes equip sounds (#9464) 2020-08-12 11:17:39 +02:00
Matt Atlas 4b97822bb4 Bump dreamchecker version to 1.4 (#8711) 2020-04-28 15:41:32 +02:00
fernerr afc0b4b3b3 Station Facelift (#8431)
Adds some new turf sprites to replace ones in common use across the station, ports the reinforced floor from bay.
Adds new vent, scrubber, sprites for many wall-mounted objects and holopad sprites that fit in better with the changed floors.
Remaps a ton of areas visually to make better use of these changed sprites.
2020-03-27 23:27:06 +02:00
Matt Atlas 82437acd43 Materials subsystem, material defines instead of strings, structure materials. (#8447)
The shitcode crusade begins.
2020-03-18 20:19:11 +01:00
Geeves a0659d99f2 Cultification Additions (#8319) 2020-02-24 12:58:15 +01:00
fernerr d13a6058ec Remaps the Srom, adds a bunch of map assets that were used during the skrell arc (#8175) 2020-02-10 17:43:54 +01:00
Wowzewow (Wezzy) 48e4227b24 adds new window cracking and message formatting (#8132)
also adds some consistency of glass sound naming schemes
and any glassbreak noises properly uses the list now in sound.dm
2020-02-02 13:12:46 +01:00
Geeves bddd58a306 Unapologetic Diona Buffs (#8090)
Biomass is now less strong.
Diona have gotten a ton of minor code improvements, using their abilities should now be a little sane.
Diona nymphs don't have to be whitelisted to grow until a full diona now. Administrative action will be taken if this right is abused.
Diona gestalts can now use their biomass / arms to create biomass structures.
Removed nymphs' ability to open biomass walls. It was buggy.
2020-02-01 13:57:01 +01:00
Werner cb4a712851 Enforces Lineendings and adds Editorconfig (#7657) 2019-12-21 16:19:24 +01:00
Werner af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00
fernerr 8ca8760c21 Replaces all instances of /turf/simulated/shuttle with simulated/wall/shuttle or simulated/floor/shuttle counterparts. (#7315)
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
    Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
    Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
    Fixed the dark shuttle corner blocks from looking weird after transit.
    A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.

This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
2019-11-04 21:59:28 +02:00
Lady Fowl d6ff38ef96 The Epic Construction Update (#5976)
How to build machine blueprints!

Use steel sheets like normal, then rotate the frame how you like it using the directional arrow. From here use a Multitool to finalize it and then wire it up like you would before.
2019-09-10 22:07:46 +03:00
Alberyk d0dff4c370 Removes xenomorphs (#6686)
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
2019-07-24 21:34:44 +03:00
Kaedwuff 55506270fe Nerfs Spears and Pikes (#6433)
These weapons had a very high damage per hardness value (75%), causing situations where materials with high hardness such as plasteel (hardness 80) and diamond (hardness 100) could create stupidly unbalanced and powerful weapons that are capable of dealing base damages of 60 damage (for plasteel) or 75 (for diamond) per hit.

For comparison, an esword, one of the stronger antag items, has a base damage of 30, and the energy glaive, something generally only found by adminnery, is 40.

Keep in mind also the average character has a maximum of 200 hp, and going below 100 is enough to crit someone enough to pass out and need medical attention or they die.

With these new values even a diamond spear has been brought down to a much more manageable 35 base when two handed.

Also, gold and uranium are much softer, but also heavier, and better for using on thrown weapons than melee.
2019-07-15 18:53:39 +03:00
alsoandanswer 53c5ff67a5 Fixes #6567, tidying up glass code and #6575, #6577 (#6576) 2019-06-25 17:39:04 +02:00
LordFowl 8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00
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
Alberyk c5c7a75bbb Adds vaurca walls, floor and airlocks (#5611)
* Adds the vaurca walls and floors.

* Adds the vaurca airlocks.

* Only alien floor.
2018-11-19 17:11:20 +01:00
Alberyk 3c904519cb Unapologetic Kabbalah Buffs (#5323)
This pr revives and improve one of fowl's project: material golems

Instead of creating the same boring adamantine golems always, anyone with access to a golem rune can now place an offering of materials, and the materials will influence the creation of a certain type of golem.

Each golem has different status and powers:

Steel, Bronze, Iron, Plasteel, Titanium golem: they are slower than the regular human, but take less damage and are more powerful in melee combat, but unable to use ranged weapons.

Cloth and cardboard golems: they are faster than a human mob, take less fall damage, but are more fragile and are weak to fire.

Glass golem: fragile to brute damage, resistent to burn and shocks, has a chance of deflecting lasers. explodes into pieces of glass upon death.

Diamond golem: resistent to burn and brute damage and has a chance of deflecting lasers.

Uranium golem: has a passive chance of irradiating mobs around

Sand golems: sand golems can vent crawl, and they will turn into glass golems when exposed to enough heat or fire

Phoron golem: melee attacks have a chance to set their victims on fire, they explode into a cloud of fire and phoron upon their death

Metallic Hydrogen Golem: weak to being shocked, can shock its victims with meele attacks, can discharge dangerous lighting and recharge powercells and other objects.

Homunculus: an organic golem, not stronger like his cousins, but has most of the advantages that a human and others species do. It can also bring other golems back to life if it can get hold of its brain

Sprites are mostly from tgstation, vgstation and europa.
2018-10-07 01:14:06 +03:00
MarinaGryphon 0ae388c64f Fixes #4972 (#4973) 2018-07-07 18:21:38 +03:00
Alberyk 12f3bb080f Fixes cardox recipe (#4417)
-fixes #4415
-fixes gun offhand having pins
-fixes cloth having the same hardness as steel
2018-03-15 12:43:52 +02:00
Alberyk faf9d48fec Fixes brig timers, medboots and titanium (#4241)
-fixes #4216
-fixes #4239
-fixes titanium being the same thing as plasteel
-fixes drop pods not working when you select a ghost
2018-02-03 23:33:28 +02:00
Alberyk c4479586c1 Ports material and makeshift armor from Polaris (#3968)
-adds support to material clothing, already used by rings and makeshift weapon
-adds makeshift armor that you can craft using buckets for helmets and material sheets to make the plates
-adds a wooden bucket that can be crafted using planks also ported from polaris
-adds icon_has_variants to some sheets, adding sprites to them from tg
-fixes bronze being just a place holder
-adds sheet types to bronze and titanium
2017-12-23 21:12:39 +02:00
Alberyk c52b4f5775 Fixes some walls and turf types (#3368)
Fixes the rusty walls, dionae walls(credits goes to thegreatjorge), all cult walls being reinforced by default and fixes snow and lava turfs.
2017-09-01 17:54:15 -05:00
Lohikar 41e39f52d1 Wall Icon Refactor (#3023)
changes:

Atom types can now define custom adjacency code for the smoothing system.
Walls now draw using the generic icon smoothing system.
Walls now pre-bake colors into their icons instead of doing it client-side with the color var.
Walls can now use the SSoverlay appearance cache; wall icon updates should be faster.
The "rusty" wall type now actually works.
Smoothing now uses mutable_appearance instead of image in some places.
Should be a bit easier on clients, though I haven't done profiling.

This PR breaks 510 compatibility.
2017-07-15 16:22:21 +03:00
MarinaGryphon 27e6b355b7 Fixes #2215 (#2592)
Wood now has a stack type.

Fixes #2215
2017-06-04 13:32:00 +03:00
SoundScopes a9b4b726a1 lift stuffs (#2126) 2017-04-24 22:54:24 -04:00
Lohikar a13f3d9f7d Merge master into map-development 2017-03-21 18:28:39 -05:00