Sprinting no longer deals oxygen damage unless you have lung damage or asthma. Sprinting is now based off of both halloss and oxyloss.
Lung damage now causes both oxygen damage and halloss when you sprint past your threshold.
Coughing disability now causes halloss when you sprint past your threshold.
Adds asthma, which causes oxygen damage when you sprint past your threshold, and inhibits your ability to recover from oxygen naturally. It also makes you cough harmlessly when you have more than 10 oxygen damage.
Fixes#4780.
Fixes an issue where SA adult slimes were improperly considered organic mobs.
Fixes an issue where viscerators, malf drones, and spiderbots were not considered synthetic mobs.
A recent "bugfix" reintroduced the bug that allows items that are in one or another way consumable to be restocked into the vending machines and to receive a "new" item for it.
For example:
A bartender vends a booze bottle from the vendor, uses it up, restocks it, vends it again and now the bottle is full again.
Fixes various food related bugs.
Mixing flour and animal protein will now create raw meatballs instead of cooked meatballs.
Fixes#4763Fixes#4753Fixes#4737
Vending machines couldn't be restock due to a new variable being introduced that prevents vending machines from being restocked. Now, private vending machines such as seed storage units and booze-o-mats can now be restocked. Public ones like soda machines can't.
Tweaked the Garden to reflect this bug change.
Made generic empulse_exclusive which takes list of atoms that needs to be excluded.
Wizard disable technology(emp) spell uses empulse_exclusive with caster being excluded from being EMPed. This will allow IPC wizard not damage themselves with cast. But it will still damage other wizard IPCs.
Added screwdriver, crowbar and a wrench to janitor's closet. Fixed#4755
Replaced turrets in ERT ready room with cencomm check turrets. Fixed#4742
Fixes various runtime bugs caused due to not testing the requested changes, such as the inhalers not playing sounds or the breath analyzer not analyzing breath.
Also improves some things due to feedback, such as the breath analyzer doing too much damage when thrown, and the garden being weird.
-fixes #4704, so you can resist properly out of neckgrabs again if your stunned value is low enough
-fixes the ipc construction whitelist check once for all
-fixes orb's eyes sprites being at the wrong direction
Restores old rates of gaining and losing intoxication.
The strength of alcohol was implemented with the original formula in mind, you cannot simply add another curve and expect it to fit. The rate of getting drunk was way too fast (increased 7 fold!). I also doubled the rate of losing alcohol, since gains and losses typically work in balance with one another.
Fixes a bug which spammed, "You're drunk"
Overview
The hydroponics vending machine was changed to a different variant that uses a better UI, but lacked many of the available seeds. This quick update gives more seeds to bother the garden vendors and the hydroponics vendor.
-adds some dominia related clothing options, at request of Zundy to the loadout.
-adds more shoe options, such as cowboy boots, high heels and etc to the loadout.
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.
This Improves hostile mob logic. They prioritize mobs with lowest health. They also now attack back if they are being either attacked or touched.
Improves efficiency of hostile mob code - decreases number of times expensive ListTargets() is called, while keeping the functionality
Example of why it is useful - spider starts chasing a person, another person comes in and attacks spider while it is chasing person one:
Without my logic - Spider blindly ignores person two and keeps chasing, thus just dying.
With my logic - Spider switches targets to person two. Until then spider check who has lowest health, and targets them.
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.
Previously, people could resist spam their way out of grabs while hypnotized, causing vampires to have to eat shit and die for trying to use their basic solo target abilities.
This was due to there being no special exceptions in place for resisting out of a grab when you are stunned.
Fixes#4689
Adds the following items:
-Dull Headwraps - JIX - kyres1
-Dull Robes - JIX - kyres1
-Titanium Faceplate - IRD - kyres1
-BARON's Dice - BARON - iamcrystalclear
-Vasili Mine Zippo - Nikit Vasili - simontheminer
-O.R.B. cyborg sprites
-COFFIN SENTINEL cyborg sprites
Other changes:
Removes Muhawir's wallet at the player request. Delete pointless items, that were just bloat since they had no custom sprite or function of their own, and implement them with the config. Also, adds support for weighted dices, since this was needed for an item.
-adds weaponry permission access, that is used by the securitron to check if the person can use a weapon, added to all security roles, the head of personnel and the captain
-added a firing pin that checks for access
-fixed the ert id having access to things they should not
-rewrites a bit of the code, to make it less terrible
-fixes #4657 by making sure that the pda properly explodes now
-removes relative pathing from the pda box
Changed name of Chemistry request console. Fixed#4670Fixed#4678
Deleted duplicate windoor in the brig. Fixed#4419
Added one more GPS and emergency medical radio link to EMT room. Fixed#4380
Replaced area of Mainlevel Cryostorage from primary hallway to cryostorage. Fixed#4290
Increased size of Toxin's airlock, adding ability to refill canister from main oxygen supply by using air distro that is used in Mining and Xenoarcheology airlocks. Fixed#4145
Changed c_tags for cameras in Medical construction level. Fixed#4677
Merged two definitions of glasses into one.
Renamed few Request consoles in security construction level according to their room names. Fixed#4687
Fixed turrets without control panel not updating their lethal sprite in lethal mode.
Since the warehouse is now bigger, it would make sense to increase the amount of loot that spawns in the warehouse. This PR effectively does that, as well as removes some of the more useless items that can spawn in cargo.
The stacker was coded to accept 1 sheet at a time, meaning that if you insert a stack of 50 sheets into the stacker, it will count that as only 1 sheet because people don't know how to code.
Fixes a duplicate definition of azoth's worth (went with the second, higher one).
Makes liquid light have the same capitalisation as Liquid Fire, Chloral Hydrate, Potassium Chlorophoride, etc. instead of being the only lowercase chemical name.
Deleted a duplicated IF in file "code/modules/research/xenoarchaeology/machinery/artifact_analyser.dm".
Fixed the maximum level of protection achievable in file "code/modules/research/xenoarchaeology/artifact/effect.dm".
Returned a 0 value as maximum protection against anomalies in case of fully functional & fully deployed rigsuit.
Used the "CLAMP01" instruction to forbids the overlap of anomalies susceptibility (file "effetc.dm").