Overview
K'ois bars are now replaced with a less dangerous variant with the same name. These K'ois bars do not cause medical nightmares to occur, however the dangerous ones are moved to the "contraband" section of the vending machine and can be vended for free.
New Chemicals
Unfiltered K'ois can still be found in K'ois spores. They can be filtered by grinding them up and adding Cardox . Cooking recipes are untouched, and still contain unfiltered K'ois.
Platinum can now be put into reagent form by grinding up platinum.
Cardox is a new chemical designed by nanotrasen that eliminates liquid phoron. It can be made by mixing Platinum, Sterilzine, and Carbon.
Logical Forming
For some strange reason, if you did not have enough biomass (The maximum amount), you couldn't form a gestalt. It was either you had enough biomass, or you didn't. This felt incredibly arbitrary as you can survive as a gestalt with only 3 nymphs (Head, body, lower body) and there are no lore reasons why you couldn't have a gestalt with only 4 nymphs, just minus the arm.
Limbs are removed or added based on usefulness. If you don't have enough biomass, the order of limb removal is the following: Remove left arm, remove right arm, remove left leg, remove right leg.
Currently, in order to merge, you need 3 or more biomass worth of nymphs. Having less prevents you from merging.
Logical Splitting
Before, when a dionaea broke off, it would spawn 6 nymphs every time it died unless the internal nymph was damaged heavily due to an explosion. This makes it so that one nymph is removed for every major missing limb the dionaea has, such as a full arm or a leg.
Balance
If you're a gestalt at full health, and you split, you spawn 6 nymphs.
If you try to reform again as 6 nymphs, you will only have enough biomass for 4 nymphs and you'll form as an armless gestalt. Split again, and you will split into 4 nymphs. 4 nymphs is not enough biomass to form a gestalt as they have the equivalent of 2 biomass worth of nymphs.
A user ahelping creates a ticket. Any further ahelps while that ticket is open will go to that ticket (and either adminhelp or pm an admin assigned to the ticket, if one has taken it).
A user can close their own ticket up until an admin takes it.
Admins can take tickets either manually or just by replying to the PM.
An admin taking a ticket notifies other admins.
If another admin attempts to take or respond to an assigned ticket, they receive a notification asking if they would like to join the ticket or cancel (any number of admins can join a ticket).
When an admin finishes with a ticket, they must close it -- both for logistics and closure for the user.
If there is an open ticket assigned to an active admin, round end is automatically delayed (unassigned tickets or tickets assigned to disconnected or afk admins do not delay). Round end will automatically continue once all active tickets are closed.
Both staff and non-staff have access to a ticket panel listing tickets, their statuses, and their messages. Non-staff can only see their own tickets. This panel is optional and all features are available inline with chat.
Overview
There didn't seem like a lot of meals that a chef could make for unathi patrons without wasting ingredients and nutrition. This PR adds a bunch of animal protein heavy meals that would make a skrell animal activist beg for mercy upon the sight of said meals.
changes:
SSatlas will now warn if it detects a compiled-in map.
The asteroid gen no longer stops working if no smelter is mapped in.
Multiple smelters can now be mapped in without all but one being nonfunctional.
changes:
Helmets no longer cover eyes and now cover hair by default.
Mask, hair, and helmet sprites will now all be updated if one of them changes. This should fix issues with hair being visible when it shouldn't be, and masks mysteriously disappearing.
Fixes#3326.
Added a number of cocktails intended for unathi to the game, many of which are based on existing cocktails, but contain butanol instead of ethanol ingredients. Many of them also have custom sprites.
This pr ports some things from polaris and vore:
-gloves can now increase unarmed attack, as well change their sharpness and etc
-adds brass knuckles, that you can wear on your glove slots and punch people for extra damage
-adds power fist, that allows you to push people around by punching their faces
-adds clawed gloves, that turns regular normie attacks into sharp ones
-adds a verbs that allows you to select a type of attack, like the language, so things like grues could select to use their claws instead of bites
-changes the price of the kneebreaker hammer
changes:
The reagent and recipe lists have been moved fully into SSchemistry instead of a weird ref-shared global.
The reagent list is now sorted alphabetically, which should make dialogs that involve selecting reagents much nicer to use (such as Spawn-Chemical-Cartridge).
Butanol and Ethanol now share a parent: /datum/reagent/alcohol. Alcohol is an abstract type that won't be listed in any global reagent lists, and exists purely to pool code common to both butanol and ethanol.
Butanol-based drinks can now cause hallucinations, body temperature changes, and stimulation similar to ethanol-based drinks.
Reagent init is now in SSchemistry, both code-wise and init-stage wise.
Now its actually useful
It triggers with absolute certainty if you let go and dont deactivate it first.
Be that because you are knocked down, stunned, shot, intentionally let go, put it in a pocket, backpack, ...
Shotgun slugs and revolvers were pretty much stong, by instagibbing people ignoring armor, due to having a maim bonus. This pr will remove this, those weapons can still maim and gib limbs, but without any magical force that is able to ignore armor. Plasma cutter and heavy sniper bullets still keep this feature for obvious reasons.
-separates the mecha weapons dmi in three different dmis for each type of weapon
-buffs the ion cannon, by having its ion being 5x more effective than the regular ion gun
-buffs the damage from the mecha smg
-adds new weapons such as the gatling laser, gatling xray, mounted tesla cannon, mounted anti-material rifle, mounted gyrojet autocannon, mounted anti-material cannon and possible more
-increases the equipment slot for mechas to 4 from 3
-adds some of the new weapons design to the mech fabricator
-changes the weapons names to be more generic
- Given that K'ois is now unsafe as hell, the El Diablo burrito recipe no longer requires phoron.
- Dips are more flavorful.
- The tortilla recipe no longer requires salt.
- Tortillas now give more protein, enhancing the flavor of meat.
Druids and clerics will have the ability to petrify their victims temporarily, something that was previously reserved to battlemages for reasons that didn't really make sense to me.
Added several new preservatives and flavorings in vending machine junkfood. As a result, junkfood is now more filling
Tweaked pain messages.
Penalties for Organ damage now start at >=1 instead of >0.
Added Adipemcina, a fictional heart medication that specially reduces heart damage.
-fixes #4296
-fixes the missing walrus facial hair sprite
-fixes the empty carbine and mosing rifle having the wrong on armor sprite
-fixes prank guns having firing pins
-opening a cyborg's cover now should take some time
-cyborg's stun batons should drain less power
-removed the wide sprite
-overclocked cyborgs can't be stunned by flashs
-fixes #4248
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!
changes:
Replaced some bad references to the old asteroid turf type.
Fixed an issue where asteroid walls being mined down would always spawn the ash variant instead of rocky where appropriate.
Changed the abstract asteroid turf type to have a unique debug texture & description to make it more identifiable.
Debug tex (from TG):
2018-02-10_17-52-39
Fixes#4275.
Based on data collected from feedback reports submitted by the community, some additional although minor changes to the present K'ois mechanics. A few larger changes are pending discussion but should not delay this PR.
-Halves K'ois Health
-Reduces Black K'ois health by 25%
-The number of spores released by a plant is now determined by that plant's potency. K'ois will be default release at most 2 spores, Black K'ois at most 3.
By the request of BygoneHero with some prodding on my part, the gestation periods for both K'ois Mycosis and Black K'ois Mycosis have been severely reduced. K'ois Mycosis will now take 7 and a half minutes to reach maturity, and Black K'ois Mycosis will take 10 minutes to reach maturity. Previously it was 30 minutes and 20 minutes respectively. I believe that these new values are more appropriate, plus it means people won't die before they reach the final stage, for better or for worse.
-fixes #4217
-lowers some of the component techs to make possible to get them
-fixes the phoron capacitor design having the wrong id
-modulator will now change the firing sound of the weapon, to avoid things like tasers and non lethals modules sounding like lasers
-fixes a bug with the random voidsuit picking the wrong helmet for the captain voidsuit
Map loading was to blame.
Basically. All vending machines which had custom instances defined in maps would have the associative list keys (code expects paths) loaded as strings. This traced back to DMMS casting all associate list keys into strings. The fix is to make list keys also run through the type inferring system, same as with values. The inferring system was updated with two special cases:
Keys cannot be numbers, this will otherwise break things.
If no valid type is given, instead of returning null, the original string is returned.
This will ensure that nothing that's been fine thus far breaks.
-fixes #4172
-fixes #4193
-fixes #4192
-fixes #4189
-fixes #4179
-fixes #4170
-fixes #4197
-fixes #4201
-changes the access of the security checkpoint, so all heads of staff can use it
-fixes the hop being unable to access the account's computer
-fixes being able to feed holodeck penguins
-fixes modular laser weapons not interacting with firing pins
-fixes more guns not interacting with pins and remove the need for pins from certain guns, like crossbow, alien weapons and etc
-fixes unstable matter's portals and the elixir of life
-nerfs liquid fire a bit
Overview
Fixes/Tweaks PRs #3881 , #3965 , #4070 , and #4079.
#3881
Auto-Hiss was really bad. There is now a chance that the Dionaea autohiss will actually fully pronounce a word properly. Words like "everything" and "course" are no longer read as "eeeeveeerthing" or "courseeee".
#3965
Poking people with the cane would sometimes cause an excessive amount of blood, so I just removed the damage altogether poke people at your own leisure now.
#4070
Some garbage items had too high of a chance. Hindsight, it's dumb for an arcade machine to vend alcohol. The red space suit replica is also useless and doesn't work really.
#4079
Burritos used a terrible way of mixing chemicals in recipes, so now they have a proper way of transferring chemicals. Burritos now also require more meat, and by extension, are now more filling.