Adds some more text stuff to drills. Now it tells you more when changing cells, examining, and clarifies the warning given before a cell explodes in your face.
Cleaned up some stuff.
Fixes#7594, gemstones separated from a mixed stack were being shoved inside a mob rather than dropped in neat stacks to the floor. Additionally, I discovered some errors in calculating stack size.
These have been corrected, pls merge.
Turns the z-level restriction procs into macros
Changes z-level restrictions to use the macros
Use contact_levels for announcements (instead of player_levels)
Restricts the teleporter to station_levels instead of player_levels
Restricts AI tracking to station_levels instead of player_levels
Mechs only get tracking beacons if they are on station_levels (instead of player_levels)
Construction Drones gib if they enter a station level
Mining Drones gib if they leave the station levels
Removes the mining equipment vendor from the scrapheap
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.
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
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.
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.
Made it so items get their pixel x/y reset on pickup.
Thrown items now also get their pixel placement slightly randomized.
Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
What it says in the title. I tested it out on my server and it felt pretty good, definitely a step up from the pickaxe. If any of the mining players want to give me feedback or more stuff to add, hit me up at Geeves#8863 on discord.
Removed cash and lottery tickets from the mining vendors.
Added 5 deployable ladders and 5 deployable hoist kits to the mining vendor for 200 mining points each.
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.
Refactors objects.dmi and items.dmi
Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker
also improves sprites for wrapping paper and the pocketwatch
This basically makes it easier for future sprite improvements
This PR revives Burger's PR #5797
Fire extinguishing foam now works properly. It is 3 times stronger than water.
Walking through a foam will extenguish your fire stacks.
Atmos suit max temperature threshold was increased from 30k to 40k. Atmos firefighter suit max temperature was increased from 30k to 45k. Heavy firesuit max temperature was increased from 30k to 55k. Same goes for their helmets.
Firesuits and red/white/atmos hardhats no longer protect wearer from pressure. So people cannot use it in space. For areas with 2000+ KPa fire people need to use atmos voidsuit.
Fixes#867
Cyborg stations now refill cyborg's fire extinguishers. Fixes#6171
Fire now produces CO2 while burning, with amount varying by fire severity
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().
* Base work for the unathi robot subspecies.
* Adds metabolism species, kidney vars, and the robot unathi organs.
* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.
* First autakh implant power.
* Fixes the organs action button this time.
* Finishes more implants, and interactions with flashs and vaurca.
* Prepare for great changes.
* Drops the real bomb, boss.
* He who fights with monsters.
* Far more work into augments and limb removing powers.
* Limb verbs should be good now.
* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.
* Probably the last work on implants.
* Some extra touches.
* Some tweaks to the species.
* More fixes and adds kyre's sprites.
* More runtime fixes.
* Fixes the species name too.
* Fixes travis.
* Updates this file too to work with the new tools procs.
* Adds changelog
* Fixed changelog.
* Unathi hair and lore description.
* Some tweaks to this too.
* Locks away them for now, they will be released after we got all the events and etc done.
* Changes this chemical.
* Fixes an airlock runtime.
* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.
* Organs removal changes; can't take out the organ if it is too damage.
* Restricts them back again.
* Robotic organs now have the proper icons and names.
* Adds sprites for their organs and some extra tweaks.
* Fixes this missing icon.
* emp should also now hurt assited organs.
* Tweaks more organ related things.
* Fixes the head not being properly set as well.
* Fixes their flags.
* fixes the flag for real this time.
* Poze's review.
* Changes the au'takh organ buttons to don't be animated.
* Helps with adminbus or something.
* Fowl's requested changes.
* Fixes a typo.
* Robotic limb's brute and burn mods are now controlled by the limb model.
* Fowl's changes once more.
* Stops some spam.
* More grammar.
* No eal.
* Skull's review.
Allow me to explain in the event someone potentially complains about this.
Each vein of ore in a single tile drops roughly 5 bits of that ore type. It doesn't matter if it's diamonds, coal or whatever else.
The problem with this, however, is that the ore summoner is only adjusted to grab 10 bits of ore and nothing else, making it inefficient and useless to buy in the mining vendor.
This was changed because of 'performance problems' (whether this is true I have no idea) but only 10 bits of ore is just ridiculous in my opinion, because it means it'll only draw from 2 veins mined out, which is not effective in the slightest. You'd be better off using the ore magnet right now.
Of course, this change hopes to change that so that this isn't a useless item to buy from the ore vendor and to (somewhat) restore it to its former glory. Albeit with a sanity check.
When you click the security records console with an ID, it no longer gives you the violent message of you hitting it. You just put the ID in, like a normal person.
You can put your ID directly into the ore processing console (like you can with every other ID console) instead of hitting it with your ID like a spaz and then having to go into the interface and click the "Insert ID" line to put your ID in. (The line is still an option, like with other consoles.)
The RIG module press lets you put your to-be-pressed item inside without having to hit it with the item along the way.
Overview
Adds thirst mechanics. Thirst mechanics work exactly like hunger mechanics where if you don't drink enough liquid, you become thirsty and move slower. Several other mechanics involving drinks were also changed.
For organic races, you gain hydration by consuming beverages and water. Water is the most effective way of hydrating yourself. IPCs are not affected by hydration and do not have to worry about it. If you overeat or overdrink, your nutrition decreases faster until you are of normal hunger and thirst levels.
Penalties for not eating or drinking are now more severe. If you refuse to drink or eat all shift, you will be up to 33% slower and take twice as much pain damage. The amount scales based on your hunger or thirst levels. If you are considered hungry or thirsty, it starts scaling until you're starving or seriously dehydrated. If you overeat and overdrink as well, you get a ~5% reduced movement and pain tolerance with each mechanic.
The icons for hunger have been updated to be more specific, and they match the new thirst indicators as well. https://i.imgur.com/QQbWxYI.png
You can now also inject beverages into your blood for x4 effectiveness. Before, IV dripping yourself with vodka did nothing but give you a small amount of toxins, but now it should be a hell of a party.
Dionaea can now be affected by beverages with respect to nutrition gains and temperature changes. Dionaea cannot be affected by some effects, such as stuttering and intoxication, still.
Healing effects for certain beverages (tea, milk) were removed. This a HRP server, milk shouldn't heal you.
The Leyon Pistol has been changed to be closer to the original vision of it.
It is loaded via a special 10mm speedloader, however loading it takes some time.
Each gun (when ordered via cargo) will ship with a speedloader.
The speedloaders itself can not be ordered, but 10mm ammunition boxes can which can be used to restock the speedloaders or load the gun directly.
Reduces the price for the gun at the merchants from 1500 to 500 credits
And makes additional ammo boxes purchaseable
Also changes the path name of the 10mm ammo/mags/... to be consistent with the standard pathing for ammo
Adds additional messages if you can not load a gun with a single cartridge (currently it fails silently)
Overview
Adds Battle Monster cards. Battle Monsters is a collectable card game clone like Yugioh or magic the gathering. Players can purchase card packs and use them in games with actual rules to them.
Checklist
Card Generation Framework: 100%
Sprites: 80%
Game Rules: 90%
Deck Framework: 5%
Monster Cards: 20%
Spell/Trap Cards: 5%
Obtainable Status: 0%
I want mining to be able to find some unique, powerful kinetic accelerators while out on the dig. Most of these are pretty high tier (Class B to S, or BS for short) and should be great finds for miners.
I also made it so that you can only pump the assemblies if you have two hands, and some kinetic accelerators are just too heavy to fire with one hand.
-fixes #5046
-fixes #5037
-fixes #5036
-changes that you can only climb walls by being in the grab intent, to avoid falls by accident when clicking a wall
-changes the cooldown of the warform at bygone's request
Fixes#5030Fixes#5028Fixes#5040
Fixes american flags not showing up
Fixes gauss rifles being overpowered
I may add more bugfixes with this PR if anything juicy comes up.