#5911 was poorly (read: not) tested, and didn't actually work due to closed state being unspecified, producing an error message upon attempting to unbutton. This is a fix. smh reviewers
* 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.
Prevents this: https://puu.sh/CwRrc/f4d0cbd55d.png
Also slightly expands how much writing you can put on a beaker. As someone that often works with beakers, flasks, and vials, you'd be amazed the amount of information you can shove on even an Eppendorf tube.
This is Stage 1 of my ling rework. It is intended to be a standalone fix that corrects one of the particularly frustrating aspects of changeling, along with a few minor QoL tweaks. There WILL be more stuff later as I continue the rework, but this is sorely needed now.
Here is what it has done:
-There is now an ability called Absorb DNA available to all changelings, it has replaced the old ability of the same name.
--It can target anyone adjacent to you, and they can't move or it fails.
--It takes about 1/3 the time of a succ, but you don't have to grab them, you just have to chat with them or whatever to encourage them to remain put. You know, roleplay and stuff.
--It does not kill the target, or work on other changelings.
--After it is completed, you receive 1 DNA point
--Approximately 10-15 seconds after you complete the process, the target will receive a small but noticeable amount of genetic damage. This is do prevent people from immediately flipping the fuck out because they took damage and pointing at the person next to them as the cause.
--Attempting to absorb the DNA with someone who has over 100 genetic damage will cause them to become briefly stunned and husked.
Allow me to explain in the event someone potentially complains about this.
Each vein of ore in a single tile drops roughly 5 bits of that ore type. It doesn't matter if it's diamonds, coal or whatever else.
The problem with this, however, is that the ore summoner is only adjusted to grab 10 bits of ore and nothing else, making it inefficient and useless to buy in the mining vendor.
This was changed because of 'performance problems' (whether this is true I have no idea) but only 10 bits of ore is just ridiculous in my opinion, because it means it'll only draw from 2 veins mined out, which is not effective in the slightest. You'd be better off using the ore magnet right now.
Of course, this change hopes to change that so that this isn't a useless item to buy from the ore vendor and to (somewhat) restore it to its former glory. Albeit with a sanity check.
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
All knives (including the trench knife, which was previously a sword, and now has lost its ridiculously low chance to parry) have been moved to the knife datum, which are defined by their ability to eyestab, and be concealed in boots. The butcher's cleaver and the meat hook are no longer considered knives - the cleaver is now a hatchet, and the hook is a regular weapon.
The tactical knife has been buffed, and deals 18 damage, to be superior/equivalent in power to the steel bat, considering that it's an illegal/hidden item.
This pr adds the following items:
Mira's alchemist attire
Ameline's Dominian Culinary Dress
Qrqil Qrrzix's Cane
Krin's outfit
Aavs' mask
Paul's glasses
It also make the code better, by using to_chat and other minor changes.
Now you can taste what's in your cigarette. That means if you put a dried tomato in your pipe, you're going to actually taste tomato. I've been assured that smoking things is hot, so the reagents inside will reflect that. They will be hot. Almost like you set them on fire!
This does not apply to IPCs. They should not taste anything, but still be able to smoke as they have before. I will not be the one to stop TV faces from stuffing a cigarette in their slot.
*Because of restrictions on our tasting system, some things you stuff in there will be indescribable. This just means you've decided to smoke a lot of things and nothing stands out as a flavor. For best results, make cigarettes or pipes with items that have only one or two reagents in them.
This has lowered the length of time you smoke a single cigarette by a few seconds. Not a huge deal, considering they still last like 5 minutes.
When you click the security records console with an ID, it no longer gives you the violent message of you hitting it. You just put the ID in, like a normal person.
You can put your ID directly into the ore processing console (like you can with every other ID console) instead of hitting it with your ID like a spaz and then having to go into the interface and click the "Insert ID" line to put your ID in. (The line is still an option, like with other consoles.)
The RIG module press lets you put your to-be-pressed item inside without having to hit it with the item along the way.
In summary:
changes path of beartrap to make it a generic trap
Updated paths everywhere
Adds small trap, can capture mice, lizards, chick and spiderlings.
Adds medium trap, can capture cat, diyaab, monkey, yithian, pengiuns, chicken, nymph. Sometimes even maintainence drones, spiderbots and PAi.
Adds large trap, that is dense object. It cannot be picked up and releases animal in the opposite direction from a user. It can capture: medium size animals like dog, spider, carp, goat, cow, shark, fox, bear, cavern dwellers, and other kinds of Xenomorphs.
Adds medium trap, can capture Medium-sized mobs such as Diyaabs, Cats, Monkeys, Yithians(?), Nymphs, the occasional wandering pAI and Maintenance Drones.
Overview
Limb gibbing mechanics on Aurora were pretty bad. For melee weapons, it was RNG based and somewhat fair because it was actually based on mechanics. For bullets, it used custom snowflake code that was just absolutely insulting. It didn't really regard armor like most servers, and unlike most servers, if your feet are gibbed you're sideways until it's fixed.
* Updates and debug improvements
* Doc messup
* Forgot about travis
* Numeric Input!
* Changelog
* Less send data
* Makes travis to be angry at you if there are lint errors.
* Fixes lint errors
Old PR was stale and had many issues. Redid some of the eye blinding and camera stuff with making it a random chance to do so, aswell as addressing original PR concerns
Allows chefs to make "steamed crab legs" which is just plain tasty.
Crabs drop crab legs when butchered (testing shows they drop 3 from the gibber).
10u water, 1 spread, 1u salt, 1 crab legs makes steamed crab legs
I made a box of 5 crab legs (in a similar fashion to the clams) that are meant to be orderable from cargo. Crabs aren't exactly common on Aurora, after all.
Sprites for the legs and the dish are thanks to Meowy with minor photoshop editing from myself.
Loading each bit of produce from the boxes (every chef spawns with one, plus there's two in the kitchen, PLUS any cargo sends their way from the warehouse) by hand is annoying. Now you can just click on the smartfridge with the box and be done with it.
Adds Squid plushies from Polaris (with permission from Baguette). They can be worn on the head.
Allows for the Farwa, Nymph, and Kitten plushies to be worn on the head.
For some reason the orion trail game didn't allow you to win plushies. Now it can.
* Separate xenos gloves and shoes from their rig suit sprites.
* Adds some ipc missing suit sprites too.
* Fixes the stealth ipc suit icon.
* Fixes the var.
* Adds changelog
The old code for whatever reason only stunned the person being bit for around 7 second then they could resist. This should keep them stunned long enough to be unable to resist for the full duration of the sucking