Commit Graph

564 Commits

Author SHA1 Message Date
SonicGotNuked
ec7948a0ee The great hydroponics belt (#6347)
REASON

I bloody hate how I have to throw all my crap into my backpack and I don't have a belt that can store my crap onto my belt slot. This aims to have a hydroponics belt be added via the lockers and bio-thingy.

Also, it'll add a belt that defines hydroponics, and has a few things added to it so it gives you a reason to use it instead of the regular utility belt.

Also, I'm removing the chemical-grenade restriction to cleaning from the janitor belt. Now it can hold all grenades, same with this new belt.
2019-05-09 20:27:48 +03:00
alsoandanswer
1bab746d17 adds new sounds (the not stupid version) (#6307) 2019-05-05 23:51:08 +02:00
ParadoxSpace
56e32b30fb Aut'akh Limb Crate (And Others) (#6310) 2019-04-23 00:23:18 +02:00
fernerr
d6a70f0325 Replaces hydroponics closets in Xenoflora with xenobotany ones. (#6180) 2019-04-22 18:46:53 +02:00
ParadoxSpace
436b4864ab removes dermal armor patch (#6268) 2019-04-11 23:10:03 +02:00
VTCobaltblood
ba80004bbc Fixes hydro overalls being white (#6277) 2019-04-11 21:56:50 +02:00
Werner
c295906bcd Adds the Pharmacist and Biochemist to replace the Chemist and Virologist (#6099) 2019-03-18 23:03:09 +01:00
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
VTCobaltblood
89b6ff1613 Adds a copy of the CMO's jumpsuit to their locker (#6035) 2019-02-10 15:34:22 +01:00
VTCobaltblood
0427b3ebea Hoodie rework & resprite (#5998)
Hoodies have been resprited to be less ugly, and now also function in a similar way to winter coats, i.e. actually having a hood. In addition to that, they can still be opened and closed. They're also recolorable in the loadout.
The hood icon not being colored is a known issue, but I'm not sure how to fix it. This affects roughly nothing except for the UI.
The PR also makes a slight tweak to my cardigan sprite for it to be less ugly.
2019-02-03 20:40:52 +02:00
Alberyk
176d66437b Replaces the tranquilizer rifle magazine with a box (#5952)
The head of security officer came with a magazine for the tranquilizer rifle, however the rifle did not accept magazines, and worked like the regular am rifle, where you have to load one shell at the time. This pr replaces the magazine, that forced you to empty it on the ground to load the rifle, with a regular box full of darts.
2019-01-27 17:32:22 +02:00
Alberyk
76b743a986 Adds the Aut'akh unathi (#5919)
* 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.
2019-01-23 19:27:44 +01:00
Mykhailo Bykhovtsev
d31b8af96b Firing pin extraction device (#5729)
- Adds firing pin extraction device, sprites provided by Kyres
- RD's locker now has firing pin extraction device.
2018-12-24 23:14:04 +01:00
BurgerLUA
28fd492ac5 Added (#5750) 2018-12-15 00:57:28 +01:00
BurgerLUA
b934e1a5f0 Chemistry Map + Equipment Improvements (#5633)
Remapped Chemistry a bit to include more missing equipment, as well as to make it more spacious and less compact. AutoInhalers and autoinjectors were added to the chemistry locker. Most of stuff found in chemistry was added to the chemistry locker for space reasons. Medical belts can now store inhalers and inhaler cartridges. Same with the smartfridge.
2018-12-10 23:34:29 +01:00
BurgerLUA
7adb64e3dc Implements New Gas Mask Sprites (#5627)
Implements new gas mask sprites by DronzTheWolf.
Adds old ancient gas mask sprites.
Reworks how some of the gas masks works. The brand new gas mask sprites have the same protection as regular gas masks, except they don't hide your identity.
Ancient Gas Mask sprites have the same protection as regular gas masks, except they don't filter phoron.
2018-12-10 21:38:33 +02:00
OneOneThreeEight
4da823781e Firing pin acquisition 2: electric boogaloo (#5684)
* Adds a box of firing pins to the RD's locker. Can't permit mass-production of firing pins via R&D, sorry lads, this is the best anyone can do.
* This box of pins has a varied assortment of pin types.
* Pin removal is based on probability as the screwdriver is the only means of removing pins at the moment.
2018-12-08 16:43:03 +01:00
BurgerLUA
822961e185 Vault Tweaks (#5623)
* added

* oops

* Update code/game/objects/random/random.dm
2018-11-17 20:40:03 +01:00
ParadoxSpace
85fe79ac11 Adds Hair Pins (#5474)
Adds (read:ports) a few hair pins, a few hair bows, more hair flower pins, and flower crowns. Make a wood circlet, then apply sunflower/poppy/harebell seeds to make a flower crown.

This PR also fixes department jackets, and finishes up by adding a sec cloak (and hos cloak) and sec jacket.
2018-11-04 00:29:12 +02:00
Kaedwuff
5e288af379 Adjustments to Wizard Spells (#5335) 2018-10-29 17:50:10 +01:00
Lohikar
4aaee63a12 Refactor random warehouse (#5430)
* Refactor random warehouse garbage

* what do you mean cargo shouldn't get vials of lightning

* this is what I get for doing this file at 2 AM
2018-10-23 22:51:13 +02:00
skull132
16eae6c246 Merge branch 'master' into development
# Conflicts:
#	html/changelogs/.all_changelog.yml
#	maps/aurora/aurora-4_mainlevel.dmm
#	maps/aurora/aurora-7_roof.dmm
2018-10-07 01:33:20 +03:00
BurgerLUA
4319c45133 Thirst Mechanics (#5255)
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.
2018-10-07 00:14:47 +03:00
Alberyk
69f92be449 Another fashion update: dress, medical gown and fannypack edition (#5296)
-adds some new dresses ported from polaris and tg to the custom loadout, at some players request
-adds the medical gown, replacing the white jumpsuit in patient's closet, suggested here: https://forums.aurorastation.org/viewtopic.php?f=18&t=11622&
-adds fannypacks to the loadout
-adds some xeno hardsuit sprites, ported from polaris
2018-09-30 22:15:02 +03:00
Mykhailo Bykhovtsev
d37b8248bd Unlocking secure lockers (#5305)
This makes personal closet not being able to lock/unlock from the inside. Fixes #5302
2018-09-30 00:55:23 +03:00
Alberyk
530b9102db Adds ouija boards and magic eightballs (#5238)
Both items taken from the tgstation.

Magic eightballs allow you to ask a question, picking up a random answer. Or they might ask the dead on the deadchat, if it is a haunted one.

The ouija board allows some possible limited communication with the ghosts, however anyone else can move the planchette, allowing people to mess with other person as well.
2018-09-15 01:00:09 +02:00
Erki
4bcfbd3acc Fixes vending machines for BYOND 1438+ (#5135) 2018-08-11 19:38:45 +02:00
ParadoxSpace
f1dd7d562d Adds HUD aviators (#4961)
Adds HUD aviators, they can be toggled onto HUD mode or just appearing as aviators. Security variant transforms from security HUD to flash protection. In turn, I've taken away their default glasses in exchange for these. This also adds civilian sunglasses to the loadout for fashion purposes.
2018-08-05 20:23:40 +03:00
BurgerLUA
1620d81661 Extinguisher + Container Reworks (#4793)
Reworked how slipping on tiles work. If there is too much lube/water on one tile, it will spread to all adjacent tiles.

Fixed a potential bug where spilling copious amounts of water on a tile will turn it to ice.

Containers are much more saner now. They all share a standard system, unless specified.

You can drink from any open holdable container using help intent. You can splash the contents of the container on anything via harm intent.

Sinks are more saner, you can refill or empty them easier with various refill amounts.

Removed silly exclusive cyborg limb checking for hyposprays.

Added a new chemsprayer, the "Xenoblaster" which is a significantly weaker chem sprayer. Two can be found in xenobiology.

Large reagent containers (beer kegs, water tanks, fuel tanks) now share a system together. Both can leak their reagents via harm intent with a wrench, and bother can accept any sort of reagent, with exception to the fuel tank.

Large reagent container leaking happens over time as opposed to just leaking every time it moves.

New chemical, Monoammonium phosphate. Monoammonium phosphate is a fertilizer and also a potent fire extinguishing and preventing chemical. It can be made with 1 part ammonia, 1 part sulfuric acid, 1 part sodium, 1 part phosphorus.

All extinguishers now have monoammonium phosphate in them instead of water.

Extinguishers can hold any reagent, however they must be filled using an extinguisher refiller cartridge. These can be ordered or found in atmospherics.

Nerfed the extinguisher range so it only sprays in a 3x3 radius.

Mini-extinguishers spray in a 1x1 radius.

Adds Monoammonium phosphate containers across the station.

Most watertanks are replaced with Monoammonium phosphate containers.
2018-08-05 20:14:00 +03:00
Werner
f1c7c4e091 Ports TGs System of Cargo Rewards and Bounties (#4998)
This Ports TGs System of Cargo Rewards and Bounties.
It also changes the paths of some of the foods (to be easier to use with the bounites)
It integrates the bounty application into the cargo control app
The cargo control app can now print invoices for orders and shipments
https://forums.aurorastation.org/viewtopic.php?f=21&t=11529
2018-08-04 21:34:18 +02:00
BurgerLUA
8519dcc393 .loc = to forceMove() (#4937)
As requested, this PR is changed to only include all .loc = to forceMove() changes.
2018-08-04 01:48:58 +03:00
Alberyk
21d352de92 Modifying gloves now increases the siemens coefficient (#5011)
-cutting a gloves' tips will now increase the siemens of the gloves by 0.25
-added a pair of unathi and tajaran insulated gloves to the eletrical and the chief engineer's closet

Why:
Because the gloves restrictions are pretty much pointless, when a mere wirecutter or scalpel can just make any glove fitting for the tajara/unathi with no downsides. This should not really affect engineers, since they will get access to a limited number of those in their department, and you can get them from cargo.
2018-07-24 00:15:57 +03:00
Red_Wall
ad73581a12 Detective cleansing (#4784)
Removed all of the noir items from the detective's office and moved them to the loadout:
Zippo from the starting loadout
Trenchcoats, fedoras and flask from the locker
Replaced the TV console camera with a normal console camera
Replaced the locker sprite with a normal security secure locker sprite
2018-06-17 20:35:38 +03:00
Mykhailo Bykhovtsev
79c315cc2c Air bubble (#4649)
This PR adds new item - airbubble

The idea is based of this thread.

Adds airbubble - item which when unfolded can provide user with environmental protection, the pressure inside won't be idea, but the oxygen will be enough to last for 20 minutes.
Airbubble properties:

When factory folded it is of normal size, so that it can fit in your internals box or backpack. But when folded manually after usage it is large size, and can only fit in storage like backpack minimal.

Has internal tank attached to it. By default each air bubble comes with double emergency oxygen tank(which can be found in engineering), it has enough oxygen for 20 minutes of usage. Tank can be detaches to be refilled and attach back. You can also attach different kind of tanks and they would work. Example is to attach phoron tank to kill someone, or sleep toxin to make them from breaking out.

Airbubble zipper can be forcefully blocked by wire handcuffs, to kidnap people. To take it out you need to use wirecutters.

Provides with breathable atmosphere, but pressure is just above minimal - meaning that you won't feel that comfortable inside of it

Breaking out when forcefully blocked is possible using resist, it would though make a hole in the bubble making it leak air of tank valve is on and not possible to use to protect yourself from environment.
2018-06-01 22:26:22 +03:00
Kaedwuff
bcb9a12180 Service Headset Fixes (#4813)
Fixes #4809 and also gives the chaplain back his service headset... which I'm not sure why it was ever removed? They were always part of service before.
2018-05-27 17:24:12 +03:00
BurgerLUA
aad698be53 Mental Medication Additions (#4648)
The less controversial tweaks
Tweaked the metabolism rate of mental medication to reflect their intended values. Reduced the dosage threshold to suppress traumas to reflect their intended values.

Syringe (drugs) now contains truth serum.

Cardox is now slightly poisonous, and can directly remove phoron from blood when consumed. Cardox can now remove phoron in the air when applied to turfs.

A secure box of loyalty implants, hextrasenil pills, and cardox grenades are now located in the vault.

The vault now contains some misc emergency gear that a head of staff can access in case of a dire situation. Current gear are loyalty implants, expensive cardox grenades, and Hextrasenil pills.
2018-05-13 17:39:56 +03:00
Mykhailo Bykhovtsev
115802425f Oxycandles (#4650)
This PR adds new item - oxycandles.

The idea is based of this thread.

chemical bases oxygen candles that when activated can provide enough oxygen to make tiny-small vented spaces with oxygen.
Oxycandles properties:

When activated the chemical reaction cannot be stopped - emergency use only.

Small size, can fit anywhere.

Can restore air in very tiny-small vented place.
2018-05-11 22:22:57 +03:00
ParadoxSpace
49be412edd Adds Cyberpunk Hairstyles (#4671)
Courtesy of TheTrollDoctor and Dukica99, of Baystation12 fame.
2018-05-06 18:13:27 +03:00
Mykhailo Bykhovtsev
e6baab0c23 Code and Map Bugfixes (#4514)
- Access to Research Division Maintenance airlock is fixed #4477 
- Changed shower to wash any mob present on active shower tile, also added damage to slimes. #4483 
- Added missing emergency firelocks in interstatial level of security. #4444 
- Fixed wrong spelling of broken light  bulb icon state, issue #4541 
- Added for pool to use reagents water on mobs or objects, now pool cleans itself and user, plus damages slimes. #4544 #4545 
- `crush_act` now checks if atom is simulated. #4001 
- turbolifts now use `crush_act` on atoms.
- Closets have their own crush_act. They now gib mobs inside of them. issue #4538
- Closets uses its internal function to dump content upon destruction.
- Closet now spawn one sheet of steel when destroyed.
- Fixed chainsaw unwielded force to be appropriate. Buffed chainsaw on wielded/unwielded force. Wielded is now `60` and unwielded is `30` if it is powered. #4586 
- Added missing cameras to medical construction level. #4581 
- Hydroponics tray status no longer blocked by light fixture, moved it in a better spot. Added one more light to hydroponics to not have shadows. #4449
2018-04-19 00:03:46 +02:00
Mykhailo Bykhovtsev
7b8470ccae Removes nurse's outfit (#4520)
Argument was that nurse's outfit is too exposed for medical staff, and against sterile protocols.

Removes nurse's outfit to be spawned in medical lockers

Removes nurse's to spawn with nurse's outfit

Edit: Forum Topic regarding that is here: https://forums.aurorastation.org/viewtopic.php?f=18&t=10752
2018-04-07 21:17:45 +03:00
LordFowl
e2e798382c [Ready for Review] Nerfs IPCs Part 1/1,034 (#4229)
Refactors electrocute_act slightly. Electricity will now only start in your hands if ground_zero is explicitly set to l_hand or r_hand. All instances where electrocute_act is called because you touched something (IE opening a crate, touching the powergrid) have been set so that ground_zero is your currently active hand.

Otherwise, ground_zero will be randomly selected from available organs.

This is important because it is the siemens_coefficient of ground_zero only that affects electrical conductivity. EG if you get tesla_zapped in the chest you will not be saved by wearing insulated gloves. Once the electricity is in your body it does not matter.

Sufficiently powerful electricity (shock_damage >= 6) will induce an EMP in the relevant contact zones. This EMP will affect all items in the relevant organ only. Shock damage will still become reduced as the arc propagates through your body, and the EMP's produced will be updated accordingly.

The IPC power cell organ will now produce effects when EMP'd based on the current damage value of the organ pre-decrement, ranging from stuttering and blurriness to unconsciousness. Other special EMP effects for other IPC organs are pending, but I am thinking of holding it off for Part 2/1,034

Baton class weapons have been modified. Their raw force damage has been reduced, but they will now deal shock damage to a roughly equivalent value.

Harmbatons will deal 5 brute and 10 shock, and their electrocute_act will have a defined def zone (e.g it is a localized shock and there will be no arcs)

Cattleprods will deal 3 brute and 6 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing.

Stunrods will deal 7 brute and 14 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing.

(For clarification, cattleprods and stunrods currently still deal no brute on help intent, but will cause shock damage)

Fixes an issue with electrocute_act where if def_zone is called would not actually do anything.
2018-03-10 17:18:27 +02:00
BurgerLUA
8333089845 Lumberjack Powercreep (Added Chainsaws) (#4104)
Added Chainsaws. They can be held with two hands, and powered on. Sprites ripped from /tg/station. Mechanics ripped from chainsword + two handed weapon code. Sounds ripped from various websites,
2018-02-25 20:32:27 +02:00
Mykhailo Bykhovtsev
4bab95bf15 Trench coat update (#4050)
Changed trench coat, detective's trench coat, and gentlecoat to all be able to button up and down

Also updated all references of old path to new
Finished!
2018-02-13 22:11:53 +02:00
BurgerLUA
03dbee0220 Security Powercreep (Better Locker Sorting) (#4123)
Sorted locker equipment so it's much more effiecient in terms of loadout.
2018-01-24 10:18:23 +01:00
LordFowl
148ba78e64 Unapologetic Janitor Buffs (#4006) 2018-01-15 21:25:22 -06:00
chaoko99
c0ee47579d Adds a preference to have an intent check for guns (#3653)
what title says
2017-12-17 11:37:16 +02:00
Alberyk
ebc9b81ee1 Adds more loadout options, underwear options and increases the loadout limit points (#3943)
-adds towels, which you can find at the fitness room, or at the loadout with whatever color you want
-adds new undershirt options at people's requests
-adds a colorable sweater to the loadout, from baystation
-adds more flower hairpin options
-increases the max loadout points by five
-fix an issue with the tactical armor having the holster overlay when it should not
2017-12-17 11:18:50 +02:00
Werner
5b7d63af57 Computer Stuff (#3932)
This started out as just some stuff for cargo.
Then it grew.

Fixed tablets and laptops not working due to some changes in #3826 that caused some old ballast to haunt us.
Changed the beeping sound of the modular computers to respect the ambience sound preference.
Added a application that can be used to pay and verify that a cargo order has been received
Added a delivery pad to cargo and spawns one in the CTs and QMs lockers.

Further tweaks to tablets and device enrollment in general are incoming, but I dont want to bloat this pr any further.
(I dont like how the company/private device system is implemented right now; It should rather be based upon the hard disk than the device itself)

closes #3931
2017-12-09 00:39:28 +02:00
Alberyk
1753d47971 Fixes some issue with items and flesh to stone (#3945)
Casting flesh to stone while someone was grabbing, or with other items in hands, the wizard caused some odd behavior, this pr should fix this by forcing the victim to drop anything they are holding in their hands when the wizard casts this spell.
2017-12-08 23:13:01 +02:00
Mykhailo Bykhovtsev
88267a1a6a Small map, and sprite fixes. Welder fixes (#3887)
Fixed fire alarm in virology #3875

Fixed random pixel on glasses #3872

Fixed welder issue #3888. Plus explored further issue with welder, fixing it. Small logic optimization.

Fixed firelocker icon not being updated with welded overlay, even so they have been welded

Welding interaction with closets was reworked, almost all secure closets except for detective's, barternder's now work with welding same way as closets/crates.

Coffins, and wooden closets of any kind can no longer be welded shut.

Clean up of some code using src as reference, and :
2017-11-30 06:50:55 +02:00