changes:
rscadd: "Added hunger and feeding system for simple animals, this includes cats, dogs, mice, lizards, chickens, cows, etc"
rscadd: "Animals can now actually consume food instead of nibbling them eternally."
rscadd: "Animals can now be hand-fed by using food on them."
rscadd: "Animals will move more slowly when starving. Examining an animal will show if its hungry."
Basically added a very simple metabolising system for animals, and fixed up various eating/feeding functions. They only metabolise food, any other reagents are just removed and ignored for now, since most chemicals were designed for carbon mobs and often aren't valid
Adds an extra janitor slot and some mapping work to support it, reworks the janicart a fair bit.
changes:
rscadd: "Increased number of janitor slots to two."
rscadd: "Janitorial carts can now be constructed with metal sheets, and deconstructed with a wrench, welder or plasmacutter if empty."
tweak: "Janicarts now come without a bucket. Click and drag a mop bucket onto a cart to mount it, and you can unmount it from the janicart interface."
tweak: "Placing a mop into a janicart, and pouring containers into the bucket, is now done with alt-click. A leftclick will now always wet the mop, and throw objects into the trashbag, respectively."
rscadd: "Janicarts can now be climbed over like tables - Click and drag your sprite onto it."
tweak: "Custodial closet's Spraycleaner, cleaning grenades, and spare lights, are now inside the janitorial locker instead of on table/floor."
tweak: "Added an extra janitorial locker in the custodial closet."
bugfix: "Fixed the Captain's deluxe soap being unuseable for cleaning"
tweak: "Soap can now clean more tiles when wetted"
tweak: "Soap and rags can now be wetted in buckets, mopbuckets, watertanks and janicarts"
An overhaul of the EOD suit to make it more believable and suitable for purpose, plus a little tweak to riot/bulletproof/ablative suits
rscadd: "Bomb suit and hood are now far more robust, and resistant to all types of damage"
rscadd: "Bomb suits now protect all bodyparts except the hands"
tweak: "Bomb suit slowdown significantly increased"
rscadd: "Bomb suits now cause the wearer to gradually overheat and will eventually cause heatstroke, their materials are very bad for dissipating bodyheat"
rscadd: "Bomb hoods now restrict peripheral vision like welding goggles, but do not protect your eyes from light"
tweak: "Bomb suits and bomb hoods are now too large to fit in a backpack"
rscadd: "Bulletproof, ablative and riot suits are no longer cripplingly overspecialised, their resistance to the non-primary damage types has been increased"
A quality of life improvement for synthetics mostly - Allows broken APC covers to be removed with a welding tool. Since synthetics generally don't have the luxury of picking up a fire extinguisher to bash it.
Added Master access to bot control panels for roboticists and research directors
Also added a return 1 to all bot construction steps, to prevent calling afterattack for the items used on the bot. This fixes a couple runtime errors and prevents more in future. Not included in changelog as this is irrelevant to end-users since they cant see runtime errors
This pull will allow cyborgs to select the combat module when it is code red or delta. They come with an energy carbine, flash, plasma cutter, a shield module and one that allows them to go fast.
Fixes:
- "Eldritch Horror, Central Command Internal Affairs Agent, NMSS Odin"
- Someone earlier said it was annoying that the fake CentComm messages sent by MalfAI don't have the same sound as regular CentComm messages, making it easy to tell when it's malf
Fixed hatch overlay not being cut when a firedoor opens
Fixed firedoor hatches drawing ontop of office/blast shutters when both are on the same tile
Drones can now bump open windoors
added attack logs for meteor impacts
slightly increased volume of meteor shield impact sound
fixed meteor event end announcements
Zipguns won't start with flash and stun rounds anymore, since it is a one shoot weapon and those rounds do little in that situation, just making them more useless.
Fixes#531Fixes#276
`/mob/living/proc/revive` now also sets `mob/var/suiciding` to false. This is to stop rejuvinated/ling revived mobs from dying again after being brought back.
Fixes#92Fixes#479Fixes#157Fixes#533Fixes#486Fixes#528