Species that are neuter (at least from the human/player characters' perspective) will now properly spawn as neuter, and be neuter in the character setup screen.
This affects (tagged) IPCs, Dionae, Vox & Vaurca.
Also fixes some gender related grammar stuff.
I think all the procs that randomise based on gender will just default to one or the other and shouldn't have noticeably weird results.
This also fixes the bug where Diona players would be 'he/she', but NPC diona would be 'it'.
Unathi now can no longer eat items, they can no longer swallow mobs whole, and instead they now bite chunks out of mobs instead.
Also, dionae no longer delete mobs inside them when they split.
Added an internals and suit sensors indicator to the strip menu.
Toggle internals in the strip menu now displays whether you're toggling it on or off.
Added an adjust mask and tank pressure check to the strip menu.
This pr adds a new cool space ruin made by kyres, replacing the listening outpost and the sol corvette, that were lame. This space ruin has two ghost roles.
This pr also makes so that space ruin sites only open if the research shuttle is launched to an away site, they will be closed otherwise. The research shuttle also has a transit time and area now.
Opening a new PR because I closed my first one accidentally trying to figure out why Travis was being upset. Previous PR
Diona regen was depending on a health value calculated from brain damage, which they never had. Therefore it wouldn't trigger properly when the Diona sustained damage.
Fixes#7655
As a result of my recent PR. Assigning body types had unforseen changes towards the character set up, namely that bishops had access to hair and that zeng-hu would start with the baseline monitor options.
Changes the way bishop restriction for voidsuit/hardsuit usage.
1- Adds bishops as species_restricted for both voidsuits and hardsuits.
2- Does the same for Zeng-Hu, temporarily the human version.
3- Adjusts bodytype accordingly.
This originally had code for Zeng-Hu usage of machine version of voidsuit/hardsuit, but as I won't be around for a bit, I'll do the bugfix in two phases as I intend to find a less hackey method of fixing this issue. So it changes Zeng-Hu usage of machine version hardsuit/voidsuit for the time being as human version.
Borers no longer get teleported out of a host if they're manually removed after leaving the host.
Removed synaptizine from borer chems. Added dylovene, kelotane, norepinephrine instead.
You can now call ERTs on Bughunt.
Borers no longer have nutrition loss.
As requested By Geeves:
tweak: "Carps and spiders no longer targe shields intentionally. They will attack shields only if adjacent or have to get to their target through shields."
Also:
tweak: "All ranged hostile mobs will now shoot at shields, if their target is behind a shield."
bugfix: "Hostile mobs now try and attack you 10 tiles away. But ranged mobs will still have to get within 6 tiles to shoot." Thanks to Ferner for noticing this
rscadd: "Added three new gamemodes: Tower Defense, Bughunt, Spy vs. Spy."
rscadd: "Bughunt, mercenary and borer, needs twenty required players and five required enemies."
tweak: "Borers have received some miscellaneous fixes and tweaks across the board. They should overall work better now."
rscadd: "Borers can now awaken psionics in their hosts. Maybe it's not a bad idea to get a brain slug after all..."
rscadd: "Spy vs. Spy, traitor and renegade, needs four required players."
tweak: "Changed how renegades work a bit. You're not traitors! You're paranoid people who smuggled a gun to work and are working to keep themselves safe."
rscadd: "Tower Defense, mercenary, heist and ninjas, needs thirty required players and ten required enemies. Good luck!"
The goal is to make tangible differences between the subspecies with pros and cons that are in line with lore. Effectively, the IPC species felt too similar, many of which using equal stats in certain fields that made no sense to be equal in, this rework as stated previously aims to remedy this.
These changes were requested by Kyres, NiennaB and Tailson of the lore team.
changes:
tweak: "Adjusted heat tolerances of all IPC species to differentiate between types, letting it be more forgiving."
tweak: "Brute, resist and grab modifier changes to species dependant on type."
tweak: "Moves IPC abilities to their own tab for visibility and ease of use."
rscadd: "Adds a crush verb that is usable by G2."
rscadd: "Implements a variety new attack options to IPC species."
tweak: "Makes heat discomfort levels universally to be 100 units under the first heat level for all IPC species."
bugfix: "Sorts out issues with voidsuit/hardsuit for Bishops and Zeng-Hu."
tweak: "Adjusts Zeng-Hu Frame speed to be more inline with their lore."
tweak: "Adjusts Xion Frame speed to be slightly faster than the G1 and G2 to emphasize it being lighter."
tweak: "Xions can now go EVA indefinitely."
tweak: "Adjustments to fluff blurbs of IPC subspecies to account for mechanical changes."
Dionae now have a stomach organ, which means they can devour. It has a bigger capacity than usual.
Dionae can now devour big objects as well. Just pick them up and click on yourself while aiming mouth.
Unathi can now actually devour tiny items.
Unathi can now devour any mob smaller than them.
Cleanbot no longer runtimes when it is being pulled.
mob's grab now properly uses WEAKREF instead of hardref, fixing later runtime.
/datum/reagent/nutriment/mix_data loops have been made cleaner, and also fixes improper list access.
1- Chief Engineer and Station Engineers already started with impact wrenches. Doesn't seem like a major change if Atmospheric Technicians get them as well.
2- Construction module had the impact wrench. Feels even more appropriate to give them to engineering module as well.