- Diona are no longer blind all the time. Fixes#5543
- Radium doesn't spam Diona with messages. Fixes#5544
- Synthetics like AI/cyborgs/PAI can now talk. Fixes#5516
DreamDaemon leaks memory between restarts, which might exacerbate us potentially running out of memory. This allows us to reboot the server every n rounds.
Also refactors the way we handle things that should be saved inbetween rounds. Like gamemode and the restart counter.
A lot of the gamemodes had bad requirements for players and antags, and as a result, it would result in bad rounds that were either incredibly boring or one sided. Gamemodes would appear to be far too common, such as changeling and vampire, as the requirements for players and antags are VERY little.
There was a bit of an oversight when it came to two damage formulas that I thankfully picked up. While testing everything in development. This PR changes the formulas for burn damage and temperature change caused by reagents.
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.
Overview
This is the github WIP PR for the reagent system project. This is for other developers and users to track progress of the code if they're curious about it, as well as to show that it actually works.
This was requested by Lore team.
Diona no longer splits after loosing their head.
Without head Diona's speech range is reduced to 3 tiles(number might be changed) and is muffled.
Without head Diona goes blind
Time to regenerate limb for Diona is increased from minute to 10 minutes. Fixes#5472Fixes#5418
Diona will be notified when they attempt to regrow lost limb.
Tiny code cleanup(replacing usr << with to_chat)
Radium now cures burn, brute, toxin damage for Diona.
All reagents that affect Diona gestalt now affect nymphs as well
When being split diona Gestalt now distributes all reagents to nymphs equally.
Originaly I decided to just port from paracode but decided to just code it a more simple way with less hassle of porting it.
"Added the ability to do plastic surgery to fix disfigured face's and for other purposes. Credit to MarinaGryphon for Assistance"
You can now fast fill chess board by clicking on it with chess pieces box.
You can now shake off all pieces off board by clicking on board in your active hand.
Chess box now picks up all chess pieces of same color as box off the turf by clicking on the chess piece
Zippo messages are no longer red. For those who want to opt out of the zippo flavor text spam, but still have a lighter at loadout, the cheap lighter has been added in there. The zippo's description has been tweaked so that it's slightly more obvious that it's going to spam flavor messages.
This pr ports the slot machines from tg, as suggested in the forums. They are not implemented anywhere in the map, but can be built using a board that you can print in research.
Overview
Firelocks now generate their direction based on its surroundings. This only applies to firelocks that spawn in the map. This is entirely a cosmetic feature and any bugs that will (incredibly unlikely) occur will not cause a max singularity to spawn.
https://i.imgur.com/msEMNR2.png
Create Object now populates list of objects instantly. Compared to original 3-4 seconds of freezes.
Quick Create Object was removed due to regular being extremely fast.
Makes pumpkins have 'pumpkin pulp' inside of them (a child of nutriment), which can be used with space spice to make pumpkin spice.
This can be used for several drinks, along with the new pumpkin pie recipe, that no longer requires a whole pumpkin be shoved in the oven.
Additionally, added a temporary limited edition seasonal drink and donuts to the vending machines. It's Autumnlicious™!
Remaps toxin to be a significantly more pleasing area to work in. Everything was tested thoroughly, save for the doppler array which should be easy to fix if anything is broken.
It's bugged me for a while that wizards rely on not just obviously mystical clothing, but wearing a special pair of utterly nonmagical sandals, or, in a singular special case, literal 'magic shoes'.
I've always felt magic clothing should be enough, honestly. I feel like the shoes thing was only added in the ancient past to give players the ability to shoot off a wizard's feet to take away their casting powers.
So I removed the footwear requirement. Now, wizards shall be free to wear whatever they want on their assorted leg appendages.
Feedback thread https://forums.aurorastation.org/viewtopic.php?f=18&t=11999
Baseline frames can no longer wear regular voidsuits, they now must circle them inside a suit cycler. Also, adds ipc voidsuits and hardsuit sprites too.
Sprites were made by kyres.
I believe at some point 'replicant pods' were used for the old plant people code or something, and it was changed to produce diona nymphs, without actually changing the name of the pods.
'Replicant pod' doesn't make any particular sense. You aren't replicating something, you're growing a nymph.
So I fixed it. I also tweaked the weird human face on the replicant pods that probably referenced when they used to sprout plant people.
Issues the Head of Security a specially designed voidsuit for immediate recognition in E.V.A.
It has identical values to the standard security voidsuit.