Added some handy things to the Autolathe, with material costs for some objects.
Following items were added: cable coil, hand labeller, basic stock parts, engineering debugger, and the implanter when it's hacked.
This PR lets Robotics lab to be able to assemble different RIGS. Process is similar to Mechs construction.
Rig that will be allowed to be constructed: EVA, industrial, medical, CE, AMI, light, hazard, combat, cybersuit(illegal tech)
Part of #6032 update
Misc changes:
Moved mechfab_designs.dm to designs folder.
Decreases bullet armour for industrial RIG
Gives stealth RIG slightly better armour values than regular light RIG
Slightly increases hazard RIG bullet and radiation protection.
This is a big PR, implements most of https://forums.aurorastation.org/topic/11276-the-small-ish-robotics-rework/
Changes:
rscadd: "Added Kinetic accelerator to mechs. RND can now research and make these Kinetc accelerators. There is a regular and a burst(3 shots) version. It will be better than average-decent man-held KA."
rscdel: "Added flamethrower for mechs. RND can now research and make this flamethrower. Works like man-held flamethrower."
soundadd: "Added flamethrower sound."
balance: "Hermes mech armour values has beeen rework. No longer it has bullet protection of millitary grade mech, and brute protection of a baby. Bomb protection increased, and fire protection decreased."
bugfix: "Fixed fire spam of burst mech weapons. Before if you click fast enough you were able to bypass cooldown x number of times in a row for burst mech weapons."
tweak: "Hydraulic clamp now loads all of the ores from a tile in one click into the box of mech. Just like mining satchel."
tweak: "The LBX AC 10 "Scattershot" now uses shotgun sound effect."
Replaces use of ':' inside of Mech's and hostile mob code
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().
Fixes#5746Fixes#6017Fixes#3915Fixes#5987Fixes#2151
When using the mech teleporter now, if you attempt to teleport into a wall or dense object, the mech will create a large emission at the area before being sent elsewear, causing hallos damage.
Absolute pathed virus2/effect.dm
Fixed a absurd range for cell drain
Fix's Minor mapping issues
* 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.
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.
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.
* Fixes an issue where certain items had duplicate identifier strings. The bottom one wrote the one with an identical string above it out of existence. This allows the KA capacitor upgrade to be built via R&D, as well as the hardened capacitor.
* Fixes the phoron capacitor and the bluespace capacitor from not being obtainable in-game.
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
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.
So I was given input by the community that new IPC and borg surge modules are kinda useless. As they only provide 1-3 EMP protections given that ION rifles are 10 shots charge, and that IPC costs 14 TC which is more then half of traitor uplink. And borgs surge cost too much in resources to build. I expected that, so now I think I want to buff it.
IPC surge module now costs 12 TC(as opposed to 14).
comes in with 2-5 EMP protections which is RNG based.
Borg's surge module built cost in gold and silver was reduced by 50% from 10000 G and 15000 S to 5000 G and 7500 S.
Borg's surge module comes in with 2-5 EMP protections which is RNG based
Also I made surge's nanopaste to look fancier 💯
Reworked how slipping on tiles work. If there is too much lube/water on one tile, it will spread to all adjacent tiles.
Fixed a potential bug where spilling copious amounts of water on a tile will turn it to ice.
Containers are much more saner now. They all share a standard system, unless specified.
You can drink from any open holdable container using help intent. You can splash the contents of the container on anything via harm intent.
Sinks are more saner, you can refill or empty them easier with various refill amounts.
Removed silly exclusive cyborg limb checking for hyposprays.
Added a new chemsprayer, the "Xenoblaster" which is a significantly weaker chem sprayer. Two can be found in xenobiology.
Large reagent containers (beer kegs, water tanks, fuel tanks) now share a system together. Both can leak their reagents via harm intent with a wrench, and bother can accept any sort of reagent, with exception to the fuel tank.
Large reagent container leaking happens over time as opposed to just leaking every time it moves.
New chemical, Monoammonium phosphate. Monoammonium phosphate is a fertilizer and also a potent fire extinguishing and preventing chemical. It can be made with 1 part ammonia, 1 part sulfuric acid, 1 part sodium, 1 part phosphorus.
All extinguishers now have monoammonium phosphate in them instead of water.
Extinguishers can hold any reagent, however they must be filled using an extinguisher refiller cartridge. These can be ordered or found in atmospherics.
Nerfed the extinguisher range so it only sprays in a 3x3 radius.
Mini-extinguishers spray in a 1x1 radius.
Adds Monoammonium phosphate containers across the station.
Most watertanks are replaced with Monoammonium phosphate containers.
Adds cyborg heavy surge prevention module as an upgrade by robotics. It is expensive to make, requires a bit high tech, and can protect cyborg for 1-3 EMP pulses which is purely random when module is installed.
Adds IPC surge prevention module via antag uplink. The module comes in the form of modified red nanopaste that only interacts with IPCs. Like cyborg module it gives EMP protection for 1-3 pulses which is purely random by nanopaste. Can be used only once per paste. Cost for it is 14 telecrystals(idk if need to bump it higher, idea is that you can't buy two of them as traitor).
adds sprite for new nanopaste with surge module.
Cleans up some code in files I worked on.
Fixes bug where destroyed cyborg components would vanish. Fixes#5000
In converting some things from show_message to visible_message, people forgot that the 2nd argument is not range. But is instead, either blind message or user message. So I fixed it. Also added some high lighting and user messages.
Fixed library books spawning outside of shelves.
Fixed kinetic accelerators displaying an error when equipped on the waist.
Balances kinetic accelerator research to prevent easy research exploit. Balances traitor kinetic accelerator to be less powerful.
Tweaked the new library to be more aesthetically pleasing. (Changes all the light chairs to dark chairs, and makes all the plastic tables wood.)
Removed empty mediwall from the command section of the shuttle.
Removed floating light near departures and on the shuttle.
Removed pointless holopad on the evac shuttle.
This is honestly one of my biggest and most ambitious projects. I hope people are happy with this.
Custom kinetic accelerators are special, customizable mining weapons that are meant to give a sense of progression, and a sense of pride and accomplishment while mining. Each custom KA is made up of 3 or 4 parts:
The Frame (5 to choose from)
The Cell (5 to choose from, +1 traitor)
The Barrel (5 to choose from, +1 traitor)
The Upgrade Chip (7 to choose from, +1 traitor)
The sprites change with each addon, they are truly dynamic and there are so many combinations of parts that a miner can have. You can have several different builds for each desired mining style, it's quite a robust system.
You can have a KA that shoots slowly, but delivers high-penetrating shots that go through several walls of rock. You can have a KA that shoots REALLY fast, but precisely destroys 1 rock at a time. You can have an absolute canon of a beast, that destroys rocks in a 3 tile radius around it.
The parts can be obtained via research, via abandoned crates, or via RNG in the cargo warehouse. There are some custom KAs that spawn on the raider's ship, on the mercs ship, and a laser one on the merc's headquarters. That laser one can also be bought from the traitor uplink as well.
ERT get a class 4 KA for use in special operations, if they choose to use it.
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.
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").
-adds tajaran sprites to the eva rig, ported from polaris
-ports the emp repair step from bay
-ports the suit cooling unit from bay, with some changes, you can print them from robotics with some tech and materials
-fixes the hand emag module
-vox should not more be able to deploy hardsuits, due to their clearly alien body
This PR rips out the old Bump() and Bumped() procs and replaces them with Collide() and CollidedWith() respectively. Behavior should be the same, but Bump() should no longer be double-called, and no longer relies on spawns.
Other changes:
LAssailant is now a weakref.
Some direct loc setting are now forceMove().
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.
-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
-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
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.
* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
Implements the long-promised modular RnD energy weapon system I embarked upon in the ancient days of August 2016. Currently just a basic framework based heavily on Printer's recent work.
Relevant thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=9755
changes:
Maps are no longer compiled in, instead loaded directly from the DMMs at runtime.
Z level defines have been moved from the config to map datums.
Unit tests now use typecaches.
DMMS now actually works.
DMMS has been updated slightly.
DMMS is now capable of loading simple lists of non-text types.
DMMS is now faster when loading many types without mapped in attributes and when loading area instances.
Asteroid generation is now defined on the map datum instead of being hard-coded in SSasteroid.
Holodeck presets are now defined on the map datum.
Atmos machinery now uses Initialize().
-adds a desc to all mecha gear that were missing them
-moves the cable layer to tools.dm from medical_tools.
-fixes relative pathing in some mecha equipment files
-adds a mecha plasma cutter, that can be used by ripleys, and a incendiary gun for combat exosuits
-the scattershot weapon should fire pellets now
Adds flooring to the turret with "decorative" conduits.
Adds darkening and brightening animation when turret opens/closes to indicate the turret rising up or down.
Made new construction phase depicting nearly all steps visually (Apart from adding the prox sensor.)
Made sure almost every gun that can be turreted has a relevant sprite. These are based on gun sprites. Changing those might cause turrets to not reflect the gun look.
Some guns share sprites, some were made unturretable.
Added new set of vars on the /gun/energy level, since the /gun level had few essential vars missing and I am not really looking for any other code rewrites regarding this right now. Should not be hard to move them step up, if ever needed.
Turrets that have only one shooting mode have now the changing mode option greyed out.
Also removed leftover references to two energy carbine subtypes and removed one global list.
Changes cargo to be based on credits instead of items
The following is still ToDo:
Test SQL Loading + Add flyway migration
Add changelog
Restore the PDA Application