Commit Graph

1294 Commits

Author SHA1 Message Date
Crosarius
e4d3993876 Forensics QOL Changes (#7758)
Makes it so that using the forensics item on certain machinery such as airlocks, alarms, APCs, buttons, windoors etc doesn't apply fingerprints/fibers. This is necessary because these machines will call add_fingerprint BEFORE the forensic kit is used, thus polluting the sample with your own fibers, which is extremely annoying

Also made it so that using a forensics item on a fire alarm or button doesn't make you trigger them, because that's also really annoying.

This is take 2 because the first time I messed up my branches/forks because my brain is smooth.
2020-01-02 11:49:51 +02:00
Matt Atlas
c087a0a0bf Ports a psionic system from Bay. (#7717)
* Ports a psionic system from Bay.

* Rip out this shitcode.

* shitcoden't

* fixes

* it should work fully now

* Admin fixes

* Remove todos

* remove todos part 2

* Removes psi-armour. We don't need this for now.

* Skrell are now operants. Tweaks coercion.

* Adds thralls.

* Temp removal of psiarmour. Fixes psigrabs.

* Thrall assay.

* fixes

* More fixes

* unused define cleanup

* Log and powers

* Skrell powers are done.

* Update code/modules/psionics/events/mini_spasm.dm

Co-Authored-By: Geeves <ggrobler447@gmail.com>

* Update code/modules/psionics/events/mini_spasm.dm

Co-Authored-By: Geeves <ggrobler447@gmail.com>

* Update code/modules/psionics/equipment/cerebro_enhancers.dm

* did this work???

* jargon

* arrow's fixes

Co-authored-by: Geeves <ggrobler447@gmail.com>
2019-12-24 11:32:05 +01:00
Werner
cb4a712851 Enforces Lineendings and adds Editorconfig (#7657) 2019-12-21 16:19:24 +01:00
Matt Atlas
ab2723a3c5 Security equip. fixes/buffs, general brainmed fixes, agony + halloss into pain (#7699)
tweak: "Security's base nonlethal equipment - tasers and rubbers - is now a bit better."
    bugfix: "Fixed teargas doing practically nothing."
    bugfix: "Fixed a lot of stuff not applying pain damage. Ow."
    bugfix: "Fixed undefined values on the CMC."
    bugfix: "Fixed dionae not regenerating damage."
2019-12-18 09:15:17 +02:00
SueTheCake
84794c6e65 Mechs 3: Electric Boogaloo (#7486) 2019-11-25 23:04:19 +01:00
Matt Atlas
ce6c12f8a6 Ports arterial bleeding and tendon severing (#7432) 2019-11-21 14:45:19 +01:00
Matt Atlas
5da2a9c24b Splits organs into organ/internal (#7441) 2019-11-20 23:07:10 +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
78c2dacbb9 Fixes the range and dropoff of some sounds (#7405) 2019-11-13 19:23:57 +01:00
Werner
9c2f225718 Changes to drones and z-macros (#7068)
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
2019-11-06 18:55:14 +01:00
Mykhailo Bykhovtsev
f1c5f816ac Tesla Fix (#7256)
bugfix: "Tesla no longer melts ashes, emitter beams, its own energy balls and accelerated particles." Fixes #7249
    bugfix: "Tesla now properly consumes accelerated particles."
2019-10-26 17:57:41 +03:00
Mykhailo Bykhovtsev
b167f0eade Tesla tweaks and bugfixes (#6955)
Bugfix: Tesla no longer gains energy from just colliding with objects

    Bugfix: Fixes sprite for singularity beacon not showing up

    Bugfix: Tesla no longer spams admin longs when a new ball is created outside of containment

    Bugfix: Telsa looses energy when dropping ball which should be slightly below how much is required for new ball.

    tweak: Tesla dissipation rate has been buffed, it now looses energy faster

    tweak: Tesla dissipates every time it zaps something

    tweak: Tesla now melts any object or mob(but not turfs) it touches or when it zaps it while sacrificing a miniball.

    rscadd: Added special emergency singularity beacon that is to be used when Singulo/Telsa are on the Loose. When Tesla zaps the beacon, it will discharge all energy into it, dying and destroying beacon.
2019-10-23 21:09:46 +03:00
Matt Atlas
bcd3aca885 Fixes bugs introduced by the medsci resprite & cable coil stitching (#7117) 2019-10-05 20:16:54 +02:00
Karolis
c514fb6d25 updates README. Fixes APCs on camera (#7028)
No, a description isn't necessary. It allows me to do this, tho.
2019-09-21 20:29:14 +03:00
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
Matt Atlas
cf0fc45ab2 Surgery trays, material knife shrapnel extraction, ghetto stitches (#6940)
Also adds a framework for custom bandage descriptions.
2019-09-07 14:42:36 +03:00
Mykhailo Bykhovtsev
90c28aa6f5 Another small gravity update (#6862) 2019-08-16 19:40:13 +02:00
Mykhailo Bykhovtsev
1c6e9a8281 Finding Newton's G theory (#6754)
Falling base damage was reduced from 60 to 40. Also you no longer take remaining damage from limbs to the chest.

    Changed falling limb priority damage from head > arms > leg to legs > arms> head

    Added new Malf ability to Malfunction gravity. it costs 2500 to research and 300 CPU to use. The ability will disable station gravity for 3 seconds and push them back on the ground with force as if they fell from 1 Z level.
2019-07-29 23:22:25 +03:00
Werner
e3e13ec14a More interactions for small mobs (#6764)
Small mobs such as rats can now bite cables.
Small mobs that can ventcrawl now interact with atmospheric machines that contain pumps
Small mobs can no longer block airlocks by standing in them.
2019-07-24 20:52:06 +03:00
Erki
514e1f2aa4 Makes sounds with a low enough volume only audible within line of sight (#6515)
It has been posited that it doesn't make sense to hear certain sounds through walls. So, I proceeded to go and change that.

All sounds with a volume of 50 or less will now be played only to the "hearers" list. This is basically people within line of sight. I also rewrote the lower levels of the sound API with this. The code is now more modular, while retaining the same main API entry point playsound.

This needs a test merge to see how badly I broke shit.
2019-07-13 17:50:01 +03:00
Mykhailo Bykhovtsev
df4ccdd7b4 Bugfixes (#6664)
Fixes #6504

Fixes #6508

Modular guns can now be used for turret construction

bugfixes were seperated from: #6505
2019-07-05 09:17:54 +03:00
Lady Fowl
99bc56fc39 Borg Adjustments (#6600)
balance: "Medical borg's are now able to handle tanks, breath mask's and organs with chem gripper."
    tweak: "Renames Hunter Killers to Military Frames."
2019-07-04 22:35:43 +03:00
alsoandanswer
e004413c18 adds cool animations (#6533) 2019-06-14 17:53:58 +02:00
skull132
0f830f1d25 Logging 2019-06-03 01:45:49 +03:00
skull132
c2d6f6f055 Logging 2019-06-03 01:26:32 +03:00
alsoandanswer
0ba36f1828 Refactors objects.dmi and items.dmi, and a few more little things (#6487)
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
2019-06-02 19:12:54 +03:00
alsoandanswer
1bab746d17 adds new sounds (the not stupid version) (#6307) 2019-05-05 23:51:08 +02:00
Mykhailo Bykhovtsev
15640f0286 Lohikar's bugfixes (#6364) 2019-05-05 23:06:48 +02:00
Mykhailo Bykhovtsev
539c909161 Buffing containment field generators by 25% (#6293) 2019-04-19 00:47:30 +02:00
Mykhailo Bykhovtsev
cfe684a8a4 Animal traps fixes and improvement (#6152)
Fixes #6150

Animal traps now visually display what prey is inside of them by adding mob's icon as underlay.

Tesla no longer logs spawn of new miniballs

Fixes main changelog where it is supposed to be addition.

Fixes #6158

Examining animal trap with prey now also displays examine message of the prey itself too.
2019-04-05 23:58:10 +03:00
Mykhailo Bykhovtsev
51f817ab64 Gravity generator Fix. (#6237) 2019-03-31 11:39:13 +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
Mykhailo Bykhovtsev
2c4011dde4 Tesla tweak update to previous update and re-haul[buff] (#5994)
This Pr tweaks previous update

Grounding rods now are vital for how many miniballs of Tesla can be contained without it going nuts and melt stuff. 1 rod = 4 miniballs. So with standard setup 4 rods = 16 miniballs max and that is around 4 million W energy.

Each time Tesla melts coil/rod/emitter it will loose a single miniball and drop in energy.

Tesla miniballs no longer shoot beams, instead they shoot main ball which shoot coils, accounting for energy produced by all miniballs.

Tesla miniballs no longer zap. Instead they shoot main Tesla ball which shoots one single beamn, which accounts how much power each miniball produces.

Tesla now looses more and faster energy with number of miniballs it has. Energy loss changes after 12 balls and after 16 miniballs.

Each miniball produces 156250W

Tesla Engine room is reduced in size, field is now 5x5.

Tesla now moves smoothly tile-by-tile. No more jumps
2019-03-01 20:27:52 +02:00
Alberyk
35822ec970 Fixes aut'akh repair (#6104)
This pr allow aut'akh to repair their assisted organs without having to do impossible robotics surgery on them.
2019-03-01 19:55:24 +02:00
LordFowl
0537ae6b0c Power Insulated (#6055)
It is now no longer to electrocute yourself by merely clicking on an exposed power cable with an object that happens to be conductive. Power cables are now insulated.

It is now possible to sever cables with an object that is sharp or edgy by clicking on an exposed power cable with said object while on help intent (to alleviate potential misclicks while fighting in maint, which one assumes is normally done in harm intent.) If the sharp object is conductive you will electrocute yourself.
2019-02-20 21:54:17 +02:00
Mykhailo Bykhovtsev
f83895cb82 Fixing runtimes V2 (#6006) 2019-02-11 01:05:12 +02:00
Mykhailo Bykhovtsev
e7ff9f8931 Making certain SMES and Blast Doors be critical + remapping Tesla APC and SM blast doors (#5993) 2019-01-29 13:23:35 +01:00
Mykhailo Bykhovtsev
db0d918d8c Fixing tesla with no balls (#5988)
This PR fixes Tesla not having miniballs. Problem was that it would delete its own generated balls. Fixes #5749

Tesla that has 9 or more balls will start to melt down any tesla coils or grounding rods.

Tesla that has 10 or more balls will start to target and melt down emitters

Tesla with no balls looses power as intended, thus dying with less than 0 power.
2019-01-27 17:31:49 +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
94f215c014 Fixing Z level cable update and substations (#5937)
Oh boi, this one is a tiny in terms of lines, yet a huge impact. It absolutely solves problem with powernet bug of cables not updating through Z levels properly. Spend lots of time and especially intellectual effort to debug this thing and finally comparing Bay's code and debugging ours showed that lines 359 and 364 should be power_list(T, src, 12) because that stands for marked and we have unmarked cables.

Fixes Z level update of cables, now it updates them properly. So the substations work. Fixes #5165 , Fixes #5883 , Fixes #5655

Fixes mapping of cables

Increases charge of runtime SMES

Adds Z powernet to runtime levels for debug and tests

Adds Z level supply pipes and vents for debugging and tests
2019-01-14 10:55:46 +02:00
Erki
f29506a45a Leave any sanity you had at the door step (#5885) 2019-01-03 19:08:54 +01:00
BurgerLUA
f7fc5371c4 Tesla Movement Reworks (#5693)
The Tesla has not been nerfed or buffed, but more appropriately reworked.

The tesla can move across z-levels when it is not contained, however it cannot phase through reinforced floors or walls. These new features mostly contain the tesla to the engineering sublevel for about 10 minutes, until RNG dictates that it reaches other departments on all levels, or if very lucky, escapes to the derelict and doesn't bother the station for another 30 minutes.
2018-12-22 00:29:16 +02:00
POSIXCompliant
dcb00cecdc Fixes Particle Accelerators not functioning when hacked to level 3. (#5765) 2018-12-17 11:25:59 +01:00
Mykhailo Bykhovtsev
b23f17bc64 Fixing old/new bugs/runtimes (#5763)
Fixes #3410

Ranged hostile mob stop if they are in range of fire, instead of keep going to point blank range. They also try to get to person within 6 tiles, not point blank.

Hostile mobs also check if their target is in the view or not.

Fixes #4468

Fixes #2867

Fixes #2721

Fixes #2678

Character input limit in Security/Medecal records was increased from 1024 to 3027 for all fields, to keep it consistent with character setup records. Fixes #5766

Fixes Energy net turret sprites. Updates spawned ionrifle turret to allow for two modes, adds lethal turret sprite for ionrifle.
2018-12-16 15:23:42 +02:00
Mykhailo Bykhovtsev
21cbff31d4 SMES and APC update (#5578)
SMES now show how much of input they receive

SMES and APC estimates how much time it will take to deplete it.

Runtime map now uses its SMES, and it is wired to TEG's

Added Stack and Queue data structures for use
2018-12-05 15:43:10 +02:00
BurgerLUA
17547bbe52 Vault Overhaul (#5612)
Vault was poorly designed and an antag deathtrap. 
This PR changes it and the contents inside so it's desirable for some antags.
2018-11-16 22:36:39 +01:00
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
Panter
9725d1d756 Corrected all occurrences of the typo 'recieve'. (#5236)
I replaced all occurrences of the typo 'recieve' with the correct spelling 'receive'.
2018-09-06 19:41:29 +02:00
BurgerLUA
c2708ba0a4 Xenobiology Map Overhaul (#5032)
Revamps Xenobiology so it's worthy of a research station.
2018-08-05 09:42:39 +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